138,841 Commits over 4,352 Days - 1.33cph!

Just Now
Fixed pivot on rentable shop F. First pass proper art for rentable shop D (still WIP as are the others)
7 Minutes Ago
also copy sleep delay and zones in tool
12 Minutes Ago
quick tool to convert TriggerWakeAIZ with a button - also made it so BaseEditorExAttribute can invoke a method for isTrue/isFalse instead of just reading fields/properties
27 Minutes Ago
Pack showcase wip
36 Minutes Ago
Merge: from main
37 Minutes Ago
Bugfix: uncomment tickState caching Left it commented because I thought it would help with unit test validation, but it's completelly unrelated to my unit tests. Tests: on Craggy tried to sprint with UsePlayerUpdateJobs 0
1 Hour Ago
Fixed slot machine not animating with Indirect Instancing
1 Hour Ago
merge from storepage_boxes
1 Hour Ago
Revert EditorSettings
1 Hour Ago
Fixed skin viewer not showing any box content Media size tweaks
1 Hour Ago
Removed mesh cull from shipping container floor frames and wall frames as they should rely on network distance for culling
1 Hour Ago
disabled mip streaming on the decal textures for shipping containers
1 Hour Ago
setup ghostships and tropical islands WakeAIZ again because I changed the serialized format - ran s2p on all islands
1 Hour Ago
Removed unused media, downsized the rest and made atlases
1 Hour Ago
merge from main
1 Hour Ago
corrected radius
1 Hour Ago
merge from main
1 Hour Ago
optional box support, re-uses x component of vec3 size for radius otherwise - uses largest extension for network radius check and then a coarse OBB<->triggerpoint intersection to determine actual contents
2 Hours Ago
merge from boxes_dlc
2 Hours Ago
tweaked lod cull distances on hopper and storage monitor to cull at same distance as everything else (60)
2 Hours Ago
Storage box store page media 3
2 Hours Ago
Storage box store page media 2
2 Hours Ago
Storage box store page media 1
2 Hours Ago
Storage box pack store page
3 Hours Ago
merge from main
3 Hours Ago
replaced TriggerWakeAIZ with WakeAIZ on all ghostship variants and tropical variants - ran s2p on all tropical islands
3 Hours Ago
corrected inverted sphere gizmo
3 Hours Ago
corrected latch, support for puzzlereset ddraw (get PooledList on request, don't track)
3 Hours Ago
merge from boxes_dlc
3 Hours Ago
added final storage box pack steam item icon, fixed broken lodgroups on scrap box and armor box, tweaked some workshop default camera positions on doors
3 Hours Ago
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3 Hours Ago
initial non-trigger AI WakeZone
4 Hours Ago
merge from main
4 Hours Ago
deepsea.wipecooldownmax default value set to 1h30
4 Hours Ago
Store content json use pascal case
5 Hours Ago
Update(tests): cover all speedhack_protection levels in tests Tests: ran unit tests
5 Hours Ago
merge from main
Today
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Today
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Today
Merge from collectable_optim_pass
Today
Fixed clear dying option not working when tapping E on a dead plant Had to add AllowOnUseToFindFirstAvailable toggle as by default tapping E can only ever use the option with the lowest order, even if we're showing a different option on the crosshair Proabbly makes sense for this to be the default behaviour but to limit scope for bugs just enable this on plants Add growableentity.killall convar
Fix BaseProjectile::ServerUse being called with null/0 values in damageScale, speedModifier, origin, bullet thickness. Only affects staging. Affected things: - PT Boat Turrets - Flamethrowers - Autoturrets with Generic Fireables - Attack Helicopter Turret
Today
Add sleeping bag icon to the sleeping bag button prefab
Today
Show icon if the bag is inside the deep sea
Today
Make separator slightly smaller
Today
Add separator prefab to the death screen prefab
Today
Sort deep sea bags before main island bags when you are inside the deep sea (and vise versa) Position separator prefab inbetween the different locations of bags on respawn screen
Today
Separator prefab
Today
Codegen