125,181 Commits over 4,171 Days - 1.25cph!

14 Minutes Ago
Added a small offset when activating bunnyhopping so the mounted player moves upwards with the bike rather than being glued to the seat (it was hard to get this perfect without the hands clipping through the handle bars) https://files.facepunch.com/jacob/1b0911b1/Unity_ywrHLT5FK7.mp4
2 Hours Ago
Update manifest (prefab files)
2 Hours Ago
Update manifest
3 Hours Ago
security barge lods, collision, bug fixes. new stair prefab added for barge
3 Hours Ago
hook into animator and animation events, use per-entity animation parameters
3 Hours Ago
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3 Hours Ago
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3 Hours Ago
merge fix_copypaste_clear_turrets -> main
4 Hours Ago
Fix turrets getting cleared when a base is copied using copypaste :( - fix pooling error that didn't copy users when saving turrets - remove old code that handled this by setting the list of users to null before returning data to the pool
4 Hours Ago
Attempt #2 to take into account decay.scale convar value when calculating upkeep time/cost in TC UI
4 Hours Ago
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4 Hours Ago
merge from fix_admin_logging -> main
4 Hours Ago
Merge from parent
4 Hours Ago
merge from main
4 Hours Ago
More anchor wip. Anchor now checks it can see the water. Debug drawing. Test save update.
4 Hours Ago
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4 Hours Ago
Fix log being restarted each time the server restarts instead of appending
4 Hours Ago
reapplying BowWeapon_cleanup
4 Hours Ago
reapplying hopper_corpse_harvest_fix
4 Hours Ago
Bugfix: ServerOcclusion - Save an extra grid chunk of data if our topside neighbor has terrain - Added versioning to the occlusion cache file This avoids the hollow terrain problem at the expense of a bit more memory use. Need to optim the impl - it doubles phys queries, so doubles generation time Tests: used custom_occlusion_query and validated cases that previously incorrrectly passed
5 Hours Ago
Debug: ServerOcclusion - for player_occlusion_subgrids, show cached info as well This shows the reason why it's possible to see through terrain at specific angles - our "narrow passages" approach get into hollow terrain Tests: used above to fly around and inspect the world
5 Hours Ago
Update how mission rewards are serialized to support having a choice of rewards Update all mission assets with ported over rewards data Update mission editor inspector for new rewards structure
5 Hours Ago
Manual impostors for curved palm variants.
5 Hours Ago
Fix logging all commands by normal users - need to check both ServerUser and !ServerAdmin
5 Hours Ago
If autoloading a property then invalidate the network cache - this ensures the first set of Autoloads will be replicated properly in all cases
5 Hours Ago
Updated charity plushie textures to reflect updated logo guidance. updated icon for charity plushie 01
5 Hours Ago
merge from drone_storage_slot - first pass for early testing
5 Hours Ago
Convared all the deep sea generation settings for debug purposes Added commands to spawn cities and ghost ship on current player position
5 Hours Ago
Don't want NuGet either in this case - just take the ZLinq and remove everything else
6 Hours Ago
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6 Hours Ago
Prevent startup commands from being captured before we read command line to determine if we want to disable the logging
6 Hours Ago
Integrate ZLinq instead
6 Hours Ago
Deep sea now spawns floating cities (the placeholder version)
6 Hours Ago
Anchor placement inprovements so it can be placed over water more easily. Added test point.
6 Hours Ago
reapplying train_disconnect_fix
6 Hours Ago
reapply tutorial_jungle_rock_fix
6 Hours Ago
reapply mixing_item_delete_fix
6 Hours Ago
reapply clone_icons_fix
6 Hours Ago
reapplying improve_rug_pickup
Today
More coconut palm stuff
Today
Fixed pivots on farm barge structure
Today
- fix unrestricted commands being logged as clientside - fix RCON using wrong empty field to identify rcon connections
Today
Fixed jungle animals not counting towards Wildlife Cull bandit camp quest.
Today
Debug: ServerOcclusion - add occlusion_blocked_cells and custom_occlusion_query editor convars - occlusion_blocked_cells visualizes all blocked cells nearby - custom_occlusion_query allows to setup a query via 2 gameobjects in the editor(in play mode) - restored player_occlusion_subgrids Tests: used the commands
Today
ignore collisions between dropped item and drone