202,548 Commits over 4,171 Days - 2.02cph!

Yesterday
Shrunk the Prevent Building volume on the attack heli, should stop deployables being blocked through nearby walls
Yesterday
Added LODs and COL for farm barge kiosk
Yesterday
Shrunk the Prevent Building volume on the attack heli, stops deployables being blocked through nearby walls
Yesterday
cineamtic textures for clothing_mannequin and wall cabinet
Yesterday
Fixed server crashes to do with Gonarch NPC Fixed StudioMDL crashes due to $maxverts Restore default FindUseEntity behavior Fixed CBaseFileSystem::ReadLine not working for workshop files Minor VPK support changes from CS:GO Fixed addon dependencies not showing due to regressive Pull Request Change ents.CreateClientRope slack param to work better Make ents.CreateClientRope despawn if any of its entities are removed
Yesterday
merge from decor_lighting_dlc
Yesterday
uncheck chicken costume blocked from mannequin, add rpc call limit for changing pose
Yesterday
merge compile error fixes to naval update
Yesterday
Floating city medical bay progress Merged rope bridge Lowered SSS on tarps
Yesterday
Fix server restart warning NRE
2 Days Ago
merge from deep_sea/portals -> deep_sea
2 Days Ago
Rename IsInDeepSea(Vector3) -> IsInsideDeepSea(Vector3) to match the entity overload naming
2 Days Ago
Fix attack heli flares and blackjack screens incorrectly using instantiate instead of GameManager CreatePrefab
2 Days Ago
S2P Trainyard, Harbor 1&2, Military Tunnel, Launch Site, Excavator, Power Plant
2 Days Ago
Fix not being able to place barricades on train tracks when near/in a monument
2 Days Ago
Force mannequin to always use male body type
2 Days Ago
Move portal teleport code into DeepSeaManager.Portals.cs
2 Days Ago
Fix OnEntityEnter being called on clientside entities from the serverside TriggerDeepSeaPortal
2 Days 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
2 Days Ago
adjusted mannequin collider so it cant put it's arms through walls
2 Days Ago
fix uppercase mannequin prefab paths
2 Days Ago
Disable more burst attributes for place entities offshore
2 Days Ago
merge compile error fixes to aux
2 Days 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
2 Days Ago
merge from decor_lighting_dlc
2 Days Ago
fix compile error
2 Days Ago
merge from decor_lighting_dlc
2 Days Ago
Mannequin can be deployed on tugboat
2 Days Ago
Fix mannequin inventory swapping and dropping issues
2 Days Ago
Fluo ceiling light deploy volume tweaks
2 Days Ago
Force disable HLOD while Indirect Instancing is enabled
2 Days Ago
merge compile error fix straight to Aux to test
2 Days Ago
Floating city / casino progress and medical bay dressing progress
2 Days Ago
Static beach parasol prefabs
2 Days Ago
Improvised walkways / merged all floor meshes and setup temporary colliders
2 Days Ago
Disable burst compilation on GenerateSpawnPoints for now, its not used anyway.
2 Days Ago
Lighting DLC - Carpet floorpaper - Material, textures, WIP setup
2 Days Ago
merge naval_update to Aux
2 Days Ago
merge from fix_burst_compiler_errors to naval_update
2 Days Ago
Move GenerateSpawnPoints job to its own file.
2 Days Ago
gunshot_network_range_improvements -> main
2 Days Ago
Progress backup More splat files & palette stuff.
2 Days Ago
Can only deploy chandelier on flat surfaces Can't deploy chandelier on the deployed layer
2 Days Ago
Restored bolt and l9 to be 700 meters
2 Days Ago
All weapons can now be heard up to 400 meters away (50~ meters higher than regular network range)
2 Days Ago
merge from vclouds_default_enable
2 Days Ago
menu convar
2 Days 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
2 Days Ago
Added construction to the table lamp deploy vol layer mask
2 Days Ago
Fixed mannequin loot panel title being "Locker"