202,338 Commits over 4,171 Days - 2.02cph!

4 Minutes Ago
merge from deep_sea/portals -> deep_sea
5 Minutes Ago
Rename IsInDeepSea(Vector3) -> IsInsideDeepSea(Vector3) to match the entity overload naming
7 Minutes Ago
Fix attack heli flares and blackjack screens incorrectly using instantiate instead of GameManager CreatePrefab
9 Minutes Ago
S2P Trainyard, Harbor 1&2, Military Tunnel, Launch Site, Excavator, Power Plant
11 Minutes Ago
Fix not being able to place barricades on train tracks when near/in a monument
26 Minutes Ago
Force mannequin to always use male body type
28 Minutes Ago
Move portal teleport code into DeepSeaManager.Portals.cs
40 Minutes Ago
Fix OnEntityEnter being called on clientside entities from the serverside TriggerDeepSeaPortal
40 Minutes Ago
Get portals enter & exit at the "same position" instead of always spawning player in the center - switch to creating portals with different rotations instead of different sizes so we can easily adjust the enter & exit position for portals via localPosition - ensure entiites enter & exit portals at the same relative position (enter north side, exit north side) - adjust the position of the portal when entering and exiting
43 Minutes Ago
adjusted mannequin collider so it cant put it's arms through walls
1 Hour Ago
fix uppercase mannequin prefab paths
1 Hour Ago
Disable more burst attributes for place entities offshore
1 Hour Ago
merge compile error fixes to aux
1 Hour Ago
Update: UsePlayerUpdateJobs 1/2 - for blocking-water parented players, store empty WaterInfo instead of garbage - Expanded TestWaterFactorsConsistency unit test to detect this case Not marking as bugfix as I couldn't cause any bugs by hacking code. Makes BasePlayer.GetWaterFactors consistent with BasePlayer.WaterFactor Tests: ran unit tests
1 Hour Ago
merge from decor_lighting_dlc
1 Hour Ago
fix compile error
1 Hour Ago
merge from decor_lighting_dlc
1 Hour Ago
Mannequin can be deployed on tugboat
1 Hour Ago
Fix mannequin inventory swapping and dropping issues
1 Hour Ago
Fluo ceiling light deploy volume tweaks
1 Hour Ago
Force disable HLOD while Indirect Instancing is enabled
1 Hour Ago
merge compile error fix straight to Aux to test
1 Hour Ago
Floating city / casino progress and medical bay dressing progress
1 Hour Ago
Static beach parasol prefabs
1 Hour Ago
Improvised walkways / merged all floor meshes and setup temporary colliders
1 Hour Ago
Disable burst compilation on GenerateSpawnPoints for now, its not used anyway.
2 Hours Ago
Lighting DLC - Carpet floorpaper - Material, textures, WIP setup
2 Hours Ago
merge naval_update to Aux
2 Hours Ago
merge from fix_burst_compiler_errors to naval_update
2 Hours Ago
Move GenerateSpawnPoints job to its own file.
3 Hours Ago
gunshot_network_range_improvements -> main
3 Hours Ago
Progress backup More splat files & palette stuff.
3 Hours Ago
Can only deploy chandelier on flat surfaces Can't deploy chandelier on the deployed layer
3 Hours Ago
Restored bolt and l9 to be 700 meters
3 Hours Ago
All weapons can now be heard up to 400 meters away (50~ meters higher than regular network range)
3 Hours Ago
merge from vclouds_default_enable
3 Hours Ago
menu convar
3 Hours Ago
Improve performance of BaseNetworkable::GetConnectionsWithin() by using a spatial grid to reduce the amount of players we need to check - rather than iterating over every player connection
3 Hours Ago
Added construction to the table lamp deploy vol layer mask
3 Hours Ago
Fixed mannequin loot panel title being "Locker"
3 Hours Ago
Dump players going back to main island offset from the main island portal instead of on spawn beach - keep failback to put onto spawn beach incase something happens to the portals
3 Hours Ago
merge from decor_lighting_dlc
3 Hours Ago
Can't drag and drop items on a backpack equipped to a mannequin
3 Hours Ago
merge from naval_update -> aux1
4 Hours Ago
merge from vclouds_default_enable
4 Hours Ago
merge from deep_sea -> naval_update
4 Hours Ago
main -> gunshot_network_range_Improvements
4 Hours Ago
rename graphics.vclouds to graphics.volumetric_clouds
4 Hours Ago
syncvar_load_fix_2 -> main
4 Hours Ago
- Fix bools not being passed from c# to c++ correctly - Add [Out] and [In] annotations where relevant - Expose maxNodes to c#