140,348 Commits over 4,505 Days - 1.30cph!

40 Minutes Ago
Compile fix
44 Minutes Ago
add a way to pin/favorite commands
54 Minutes Ago
merge from sail_optim
57 Minutes Ago
merge from clan_misc
58 Minutes Ago
merge from masterkey
59 Minutes Ago
merge from powerplant_wire_fix
1 Hour Ago
merge from shadow_caching_nvg_bug_fix
1 Hour Ago
merge from fix_gasstation_bettercarloot
1 Hour Ago
merge from nvg_trophy_fix
1 Hour Ago
merge from satcom_monumentinfo_removal
1 Hour Ago
merge from PlayerMaintainedMonuments
1 Hour Ago
Merge from nexus_fixes
1 Hour Ago
Codegen
1 Hour Ago
add a scene icon next to commands that open scenes
1 Hour Ago
move command palette to the tools dropdown
1 Hour Ago
Merge from main
1 Hour Ago
Wrap nexus clan backend calls in try catches so the RPCs report errors back to the client instead of timing out waiting for a response
1 Hour Ago
Improved position checks when ejecting things off the ferry so they shouldn't clip into things or be on top of other things Depends on entity bounds which should be correct (hopefully always)
3 Hours Ago
After grab all the changes to building blocks to define faces, edges, etc
3 Hours Ago
Grab reserialized building block prefabs first
3 Hours Ago
Cherrypick the semi-converted version of full base heating from previous hackweeks - full base heating was supposed to be the prototype of serversided base culling but we doing it in reverse now
Today
merge from chineselantern_pickup_fix
Today
Fix a barrel spawn clipping inside the recycler in harbor 1, S2P
Today
Unlocked garage doors no longer require build priv to pick up (consistent with all other doors)
Today
Fix clipping vehicle parts crate on junkpile i
Today
Fix a floating piece of paper in ghostship d
Today
Chinese lanterns and jackolanterns can now be picked up with fuel inside, like regular lantern
Today
Clean: do TLS search after assemblies loaded, not after domain reload - add comments - add temp scene and TLS test script (will remove later) Tests: ran temp scene
Today
Update: rewrite UnsafeScriptingAccess to search for TLS slot dynamically - ran codegen Weirdly SwitchToMultithreading doesn't work, might be my UniTask todo Tests: on windows, using local scripts was able to get and read transform pos
Today
Drain pass optimisation, evaluators now set what kind of update (input, state or persistent state) can set the drain as dirty
Today
Ferry reliability improvements: * Prefer online, not full zones on its schedule * Retire ferries if they have no valid server to go to anymore * Ferries now lock in their destination when stopping at the ferry terminal dock so they can't switch mid-trip * Fixed a few bugs with the ferry terminal's ETA signs * Fixed the server spawning missing ferries without making sure that the area is clear first (they spawn at the dock!)
Today
Merge: from main
Today
Merge: from unitask_threadpoolawaitable_fix - Bugfix for deadlocking when frequently moving tasks to thread pool Tests: ran unit test - passes
Today
Bugfix: fix races in parameter caches when slamming SwitchToThreadPool - UniTask synced up to commit c995d2b Tests: ran SwitchToThreadPool test - now passes
Today
New(tests): add TaskTests.SwitchToThreadPool that reproduces deadlock reported by community Tests: gets stuck as expected when PooledRunners are active
Today
Boat sail optimization, LOD2 and LOD3 now switch to newly baked static meshes (with lowered/raised variants) instead of the skinned mesh renderers, so they can be batched Replaced animator string usage
Yesterday
Fixed material not being applied in 3rd person Fixed honey bandage position not being the same as the regular bandage in 3rd person
Yesterday
Cleanup wolf foundation jump test
Yesterday
Merge from main
Yesterday
Fixed save load path registeringcomponents twice
Yesterday
Add test for wolf leap on foundation, not cleaned up yet
Yesterday
Updated all IO tests to the new syntax
Yesterday
merge from main
Yesterday
Rename navpos to navVector3, as it can also be a direction / delta, delete old navVector3, fix compile errors
Yesterday
Fix world space leak in wolf and tiger leaps, fix eqs donut potentially using uninitialized garbage nav nextPosition
Yesterday
Initial work to create dedicated navmesh position
Yesterday
merge from trdesk_snapping_fix
Yesterday
Fix an old "Cannot set the parent of the GameObject" sound error when disconnecting while on a moving train
Yesterday
merge from main
Yesterday
Slight cleanup + reformat