137,932 Commits over 4,324 Days - 1.33cph!

6 Hours Ago
merge from dobuild_optims
6 Hours Ago
Updated the privilege helpers in Safety/Check to use PrivilegeCacheDefaultValue() instead of hardcoded defaults
Today
▌▌█▆▇ ▇▆▇▊ ▍▋▍ ▆▊▅▉▋▋█▄█ ▄▄▄▍██▇ ▄▊▉ ▄▉▅▅ ▆▋▇▅▉▆▆▋▊ ▆▊█▇▉▅█▅▊ ▉▊▌▋ █▆▌▍▌▆ ▍▇ ▋▇▅ █▍▋ █▉▍▋▆▆ █▋▇▄▄▋▍▆ █▇▄█▇▉▇▄▆ ▊▇▍▋▆▉▆ ▇▍▊▇▄ ▉▋ ▌ █▉▇▊▍▌▌▅ ▆▋▍▇▇ ▊▅▇█ █▇▆▇▆▉▆▆ ▄▊▅▄▉▅ ▌ ▊▅▍ ▌▆▋▄▇▋▆▋ ▍▆▅▍▊ ▋▆▍▊
Today
Fixing outbreak sprayer skinning and prop joint position
Today
minicopter ik target updates
Today
Boxes DLC - fixed storage adaptors and Renderer LOD in armor box
Today
Merge: from main
Today
Merge: from remove_old_occlusion_group_logic - Clean: ServerOcclusion now uses new occlusion group logic by default, old logic ripped out Tests: ran unit tests
Today
Clean: remove old occlusion group code - removed -enable-new-server-occlusion-groups command line - cleaned tests Tests: ran occlusion group unit tests, all 144 pass
Today
Updating burst cloth for Dracula cape
Today
▄ ▉▋▍█▋▆▋▇ ▌▊▇▊▍█▊▅▍▅▋
Today
Show Deploy & Edit option even if unable to deploy in current location. Show "Unable to deploy & edit in this location" error when trying to use it,
Today
added ShieldHeldEntityOffset script to the remaining weapon entities that can be paired with a shield
Merge from wildlifecull_wolf_fix
Add Wolf2 to eligible animals for Wildlife Cull mission
Today
Merge: from delete_obsolete_pool_api Tests: compiler simulator in editor
Today
Clean: remove deprecated Pool api - they've stayed 1 year longer than supposed to - replaced internal usages * Pool.GetList<T> -> use Pool.Get<List<T>> instead * Pool.FreeList<T> -> Pool.FreeUnmanaged * Pool.FreeListAndItems<T> -> Pool.Free(ref obj, true) * Pool.ClearList<T> -> write your own * Pool.FreeMemoryStream -> Pool.FreeUnmanaged Tests: compile simulator in editor
Today
set obsidian knife entity to use r prop, zero'ed weapon root and set holdtype to combat knife. also added ShieldHeldEntityOffset script
Today
Kitchen kit updates
Today
merge from main
Today
Adding door mats meshes and textures and light fixtures blockouts
Today
▋ ▌▉▉▅▋ ▅▋▇▍ ▌▌▊▉▆▊▇▄▋▉▌██▊▇▅▅▉▊▍▉▍▋█▋▅
Today
Refactor fsm transition->state parameter passing (eg for grenades, covers etc), not super happy as it feels very "blackboardy" but couldn't find a way to do it with polymorphism/interfaces without boxing structs
Today
Unify health display behaviour for boat specific building pieces: only show health when the boat is editable and under regular conditions (hammer, etc)
Today
merge from dobuild_optims
Today
Boxes DLC - improved ammo box icon, removed lid transparency
Today
Reordered a check in server Planner::DoBuild to save a CanBuild check if the construction can bypass building permission
Today
Show the correct rotate icon, not power icon, for the Rotate sail option.
Today
▍▊▌▅▆▅▅ ▆▍▍▋ ▇▅▌▉▋▋▆█▆▇▋▊▋▆▄▋▋▉▄▉ ▄▇▅▌▊▆ █▊▄ ▅▊▍▇▆▆▉▋▌▅▄▍▄▌▄▆▄▅▍▅▇█ ▊ ▌█▋▍▍▍▍ █▇▉█▅▋▋ ▇▉▄█ ▍▍█▄ ▉▍█▄▉ ▉▅▉ █▊ ▊▄▄▍█▆▉ ▌▌▊▊█ ▊▊▇▉▋▉▌▊██▅▌▌▋▉▌▇▇▇▌ ▄▌█▋▊█ ▄▌▌▅ ▄ ▌▇▄▇▌ ▋▄▌ ▉▊▋▆▅▌▆▄▊▋ ▋█▉▆ ▌▇▋▅ ▊▍ ▆█▍▋▇█▇▉ ▌
Today
Hurts my heart but adding an offset to the m15 entity so it fits in the hand and can use the default pistol anim set
Today
▍▄█▋▇▇▆▆ ▋▅▇▋▋▌▅▉ ▍ ▍ █▉▅▆▆ ▄▄▋▄▉▄ █▋ █▉▅▅▉▊ ▄▇ ▌▉▅▌ ▄▅█▌▋▊▌▌ ▄▉█ ▊▋▋█▊▉ ▇▋▆▆█▌▆▊▊▊▍▌▊▉▍▄ ▇▆▍▊▌ ▆▌▅▊▊▍▄█ █▋▅▇▋ ▉▌▍ ▉▊▇▆▆ ▅▄▍▍█▄█ ▊▇▉▉ ▄▊▄▌ ▄▉▋▍▅▅▅▌ ▋█▌▍ ▅▅▋▉▉█▊▅▌▆ ▋▆▌▊▋▄ ▅▊▇▄█ ▍▌▄▍█ ▄▄▍▅ ▆█▉ ▄▇▉▉▄▍ ▊▄▍▄ ▋▌ ▉▄▉▇▅▊▄▅▌ ▉▅ ▆▋▉▅▇▉▆ ▋▄▆▊▋▆ ▆█▅▊▋ ▄█▍▄ ▅█▇ ▉▊▌ █▅▆▋ ▉▅▆▌█ ▌▆█▋ ▇▋▉ ▌▇▇▅▊▉ ▇█▋ ▄▆▅▊▅▋▌▍ ▇▆▌▍▍▆▄▍▊▋▌█▊▋ ▊▇▉▉▄ ▆ ▉▅▍▋ ▌▍ █▍▅▅▆▄█ ▉▇▄▌▊▍ ▄▆▅▍ ▋ ▉▍▅▇▊▌▅▉▋▊▇▆▇ ▄▅▍▌ ▅▌ ▉ █▋▄ ▄▇▉█▍▊▍▍▇▆ ▅▆▍▌ ▄▆ ▇▄▊▇▌▅▅▊ ▌▉▍▆ ▄▇█ ▇▋▌ ▄▄▄▇ ▅▌▋▊ ▄ ▄▆▌▅▅ ▋▍▉█ ▋▇▆ ▍▆▍▊ █▋ ▋▍▄▋ ▌ █▄▋▄ ▅▍▌▌▊▅▄▅█▍▇ ▌█▅▌ ▍▉ ▇▊▄▋▅▋▋▅ ▍ ▋▄▆▇▇▅▇▋
Today
Large Wooden Box Skins - updated icons to match community skins
Today
Fixed another missing Profiler.EndSample in AntiHack::IsInsideMesh
Today
Removed the prefab lookup in SleepingBag::CanBuildBed
Today
We now only call SleepingBag::CanBuildBed in DoBuild if the construction is a sleeping bag (we have a isSleepingBag field cached during PreProcess)
Today
Re-ordered the checks in server Planner::DoBuild, so we can return early and avoid the expensive CanBuild
Today
Fixed missing Profiler.EndSample in AntiHack::IsInsideMesh
Today
▉▇▇▇ ▄▇▅▆▋▆▉▆ ▋█▍▉ ▅▄ ▍▇▄▆▉█▉█▆▊▊▉▌▆▄▋▉▌▇▅▉▋▆▊▊▆▋▇█ ▉▄ ▋▍▌ ▍▅█▇▋ ▌▌▊ ▅▉▊▅█ ▆▅▄▍▅ ▅▄█▅▄▇ ▉▇▋▅ ▄▋▉ ▌▊▍▇▍▆▆▄ ▉▇ ▍▊▋▄▉▌█ ▅▇▊▍ ▉ ▍█▋▅▅▋█▄ ▊▉▇▍▋ ▉█ ▍▆▋ ▊▄▊▋▉ ▉▆▆▄ █▆▍▊▅▉▇▋ ▉▉▋▅▉▉█ ▊▇ ▆▌▇ ▄█▉▍▊ ▍▌ ▍▅▌▆▍▌▊▄▌▊▍▆██▋▌▇█▊▄█▅▄ ▅▆ █▍ ▄▄▋▄▄▅▊▇▉ ▊▆▌ ▆▍▉▊ ▍█▄▇▍▆▉ ▅█▍▍▇ ▋▅▋▄ █▍▉▍▅▊▍▄▋
Today
Fix for rotated sails on edges sometimes getting destroyed when something is picked up.
Today
set vampire stake entity to use r prop, zero'ed weapon root and set holdtype to bone knife
Today
Assign BBS OwnerID correctly when placed via steering wheel deploy & edit. Assign OwnerID to PlayerBoat when created. Did my // TODO "but not on patchday" comment: removal of accidental, unnecessary and unrelated SendRespawnOptions on BBS
Today
set component boxes to hidden on f1
Today
created component box pack sitem, temp icon, created and set up skinnable sitems for each component box, hooked up, rebuilt mannifest
Today
Clear busy flag when loading BBS
Today
Fixed string lights slack not hanging using world pos
Today
merge from naval_update/io_boats
Today
remove submergedFraction condition from buoyancy waking, it's not updated while it sleeps and can brick it
Today
merged from buoyancy_sleeping_brick_fix
Today
set m15 entity to use r prop, zero'ed weapon root and set holster position
Today
▍▅▋▇█▍ ▉▅▆▍ ▌▇█▍▇▄█▊▆█▆█▌▊▋█▅▆▌▄▉▍▌▄▌▊▅ ▄ ▋▌▌▌ ▊▅▍▊ ▌▄ ▇▄▊▆▊ █▌▉▇ ▄▉▍▋▇