137,659 Commits over 4,324 Days - 1.33cph!

Today
Merge from main
Today
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Today
Merge from fix_roof_debris
Today
Fixed ceiling fluorescent light invisible cables and meleehack invalids
Today
Merge from growable_menu_changes
Today
Merge from print_speed
Today
Merge from fix_backpack_priority_attire
Today
Merge from kapok_branch_col_optim
Today
Fix missing return value on Matrix()
Today
merge from naval_update/io_boats
Today
Compile fix
Today
Use GetRootParentEntity instead of the new GetRootParent method
- Optimise WorldPositionGenerator, this was the most expensive job in the new work queue and is now showing as at least 30x faster at in testing - Optimise MissionPoint type position generator so it no longer always iterates through all mission points on the server - Now check when we last revalidated each mission before adding it to a run of the work queue rather than just checking time between runs of the work queue itself - Move work queue run cooldown to a servervar 'missionValidStateWorkQueueCooldown', and added 'missionPerValidStateCooldown' to configure cooldown between revalidating individual missions - Add servervars 'resetmissions' and 'resetmissions_alll' to reset missions progress for a target player or all players on a server. Useful if saved missions progress is borked without having to reset entire player state - Player now requests a mission valid states update when they join a server, so map markers will be ready for when they first open their map
Today
Minor adjustment to branch collider
Today
Merge from main
Today
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Today
Can't connect IO entities not sharing the same root parent
Today
More IO prefabs deployable on boats
Today
Fixed some broken rock formations in NMS (scene only)
Today
Merge from windturbine_deploy_sfx
Today
Merge from improved_embrasures_colliders
Today
ioentity.allow_on_boat now blocks placement of all io entities on boats (just a temp killswitch)
Today
Merge from ambient_light_lod_fix
Today
Merge from 20mindayextension
Today
Merge from main
Today
Merge from hackweek_meshlod_qol
Today
GetAuthoredShadowCastingMode on MeshLOD now respects the new disable shadows setting Disabled shadows on all LODS after 0 on the static phone both for testing
Today
Merge from main
Today
Wire snapping works on moving boats
Today
Remove 12char cap on net_showudp names Added ActivityWeight/ActivityID to util.GetModelInfo sequences Remove auto generated server flags * It's been long enough for people to adjust to setting sv_location Fixed some potential crashes Potential optimizations for Matrix() * Should be a bit faster, especially when not using table as first arguments Potential optimization for Angle() (same as Vector at some point before) Clamp BodyMoveXY playback rate to networking limits Merge PR: Ability for Sandbox NPCs to randomize their model
Today
Test list
Today
Fixed electric furnace deploy volume not including Vehicle_Large
Today
Remade large battery collider with primitives, it had a non-convex mesh collider
Today
Fixed a bunch of wire tool local/world position issue IO lines toggle their dynamic LOD when created if parented to a boat IO lines plug effects are played locally
Today
merge from workshop_animator_controls -> main
Today
slightly better looking animator control buttons
Today
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Today
Add workshop animator controls, with setup for bbq skinnable
Today
improved building_generic_trims textures
Today
merge from skinviewer_cleanup
Today
Tweaked chinese lantern skinviewer lighting
Today
merge from skinviewer_cleanup
Today
Added LNY spear and chinese lantern to the skin viewer Removed the random order for the limited tab
Today
merge from harbor_container_ladder_fix
Today
merge from main
Today
Fix rope ladders on a container in harbor being falsely disabled unless the crane rotates Extend container parenting volumes Fix a RendererBatch component causing visual issues S2P harbor 1
Today
merge from bbb_entkill_fix
Today
Allow boat building blocks to be ent killed individually in edit mode
Today
merge from main