156,376 Commits over 4,536 Days - 1.44cph!

15 Minutes Ago
Created rich versions of all pies, all require cream to craft Rich Apple Pie - 4x cream, lasts +5 minutes Rich Bear Pie - 4x cream, +25% yield Rich Big Cat Pie - 4x cream, lasts +10 minutes Rich Chicken Pie - 4x cream, +16% chance for good genes Rich Fish Pie - 6x cream, no mushrom required, +5 minutes Rich Hunter Pie - 6x cream, no mushroom required, -10% bleed damage (now at 100%!) RIch Pork Pie - 4x cream, +50% healing Rich Pumpkin Pie - 4x cream, +5 max hp
46 Minutes Ago
Fix NaN values sometimes being generated for water level
1 Hour Ago
Fixed workbench recipes not resetting between domain reloads
1 Hour Ago
Fixed the item definition short name mismatch error on item definitions appearing while editing the shortname, as it would make you lose keyboard focus
1 Hour Ago
New recipe - brioche bread (25% buff on bread stats, also requires 2x eggs and 4x cream)
2 Hours Ago
quick_join_fix -> main
3 Hours Ago
Merge from decal_renderlod_collapsing
3 Hours Ago
Merge from legacy_anim_deletes_oct_2026
3 Hours Ago
▇▉▅▍█▅ ▇▅▇▍▋▉▄▇
3 Hours Ago
Remove paintball gun anims
3 Hours Ago
Only use steam queries when we cant find the answer in our cached lookup (stops us flooding the initial network requests)
4 Hours Ago
Added subsystems to knives and one handed melee weapons
6 Hours Ago
Add possible solution steps to "Failed to init Steamworks" crash Remove half-working spawnmenu-only check from citizen RPG check * In hindsight it wouldn't work with player squads anyway, so just enable all citizens with RPGs to attack gunships, don't try to lock it to spawnmenu-spawned citizens only.
4 Hours Ago
Prevented throttled qsteam lookups from dumping alll the previous quick join results when they return. This was causing quick join to populate then empty out at random times
5 Hours Ago
Codegen
5 Hours Ago
Make sure that disabling room occlusion after enabling it cleans everything up - we want all face definitions to be destroyed after disabling so we can re-initalize everything properly - if initialization fails, only try once instead of getting stuck trying every frame
5 Hours Ago
Fix the quick join menu not showing any entries
6 Hours Ago
ladder hatch updates
6 Hours Ago
merge from reactivetarget_rcturret_fix
6 Hours Ago
Fixed remotely controlled turrets not able to hit reactive targets with bows
▌ ▌▄▋▄▉▄ ▊▄▄▄▍█▍▅▆▉█▋▅▅▌ ▊▋▅▅▋▇▍ ▌ ▉▅█▄▌▍▋▍▊▉ ▆▅█▍▋▊▇ ▄▉▆▆▅▍ ▊▌ ▄ ▆▇▉▍▌▋▋▆▉▍▉█ ▄▅▉▊▌▆▍ ▄ ▇▋▍█▋▊▌▊ ▊▇▅▋▅▌▋ ▇ ▇▋▊▉▇▆ ▇▌▅▌ ▍ ▇▊▊
Add achievements for: - Putting a note in another players mailbox - Purchasing from the travelling vendor - Starting a satellite crash event
Today
Set all hatchets up with subsystems for better movement in locomotion
Today
▆ █▊▊▋▅▌ ▅█▆▇▄ ▄▇▊▅█▇ ▊▆█▉▌ ▍▊▌█▆▉▌▊▌ █▌▅▋ ▉▉▋▊▇ ▋▊▇▅▆▊ ▍▄▉▊▍▇▊ ▌▊▊▊▄▌▋▉
Today
merge from Frog_Branch
Today
merge from Jellyfish_branch
Today
merge from jellyfish_movement -> Jellyfish_branch
Today
Rollback changes to addon whitelist * It caused issues on Linux builds with addons that use non English characters Add some panel related hacks to account for community made addons Port some color conversion implementations from x86-64/csgo Set _rt_ResolvedFullFrameDepth to RGBA8888 on Linux 32-bit * So it doesn't crash on launch. Needs investigating further. Enable override of suit/health charger entities & combine mines Add possible solution steps to "Failed to init Steamworks" crash
Today
alien costume description
Today
Add base occlusion to runtime profiling so we can monitor how much main thread time it spends on room occlusion per frame
Today
Set _rt_ResolvedFullFrameDepth to RGBA8888 on Linux 32-bit * So it doesn't crash on launch. Needs investigating further. Enable override of suit/health charger entities & combine mines
Today
Optim: have HttpImage unload their images when store tabs are hidden Need to go through all the screens and verify they get unloaded correctly Tests: inspected general tab's grid contents while being ingame and toggling menu
Today
big gross protection overlay debug renderfeature in RRP, signifantly nicer than running around with ddraw
Today
Improve the warning if the spatial network grid IDs will overlap the reserved room ids - change the encoding from hardcoded values to constants (confirmed behavior is identical)
Today
protection setup on rocks and foundations
Today
deformation protection - pre-baked static protection from topology and spawned rocks - entity-provided protection from foundations
Today
Rollback format change to _rt_ResolvedFullFrameDepth * This is a temporary test
Today
Make room network group IDs static similar to the other reserved values instead of instance field - first 1024 IDs are for global groups - last 6.5M IDs reserved for base occlusion
Merge from distance2d_fix
Today
holster update
Skip the Y component subtract in Vector3Ex.Distance2D
flexbox_outofrange_nre -> main
Today
armoured ladder hatch gibs
Fix Flexbox Out of Range error
Today
Port some color conversion implementations from x86-64/csgo
- Fix Distance2D methods in BaseEntity returning 3D rather than 2D distance. Replace usages of these with the 3D distance to not change previous behaviour, all look like they work well enough despite having used 3D distance all along - Change Distance2D in Vector3Ex to return Magnitude2D of both vectors rather than the 3D distance calculation with discarded Y components. Remove the "replace this" comment
Today
Cleaned up entity face registeration so only BaseEntity calls RoomOcclusionManager.OnFacesRefreshed(entity) - used to subscribe to both DecayEntity and BuildingBlock so it could work on doors & building blocks - get rid of needing to register all faces explicitly in SaveRestore & copy paste
Today
wip test fixes
Today
merge from painting_fixes