147,416 Commits over 4,444 Days - 1.38cph!

25 Days Ago
Merge: from pool_mt
25 Days Ago
Merge: from main
25 Days Ago
Restored the hasMoved check in RectMask2D::PerformClipping, was removed by unity to fix pivot animation issue We don't care about rect pivot animations, removing that check murdered UI clipping performance
25 Days Ago
merge from main
25 Days Ago
merge from main
25 Days Ago
Merge from main
25 Days Ago
Merge from preserve_player
25 Days Ago
Network++
25 Days Ago
Reapplying wiretool_reconnect_fix
25 Days Ago
Merge from main
25 Days Ago
Subtracting wiretool_reconnect_fix (don't want to network++ yet)
25 Days Ago
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Crude oil production can now be turned on/off (see ToggleProducing on WaterCatcher.cs)
25 Days Ago
Sphere tank scene is now playable
25 Days Ago
Added a crude oil producer to dome
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Merge from fluid_io_updates Creating new branch to combine player maintained monuments
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Prevent older server snapshots from messing with existing client ones (needs more work tomorrow)
25 Days Ago
- Use eye override direction instead for cue ball shoot direction - Apply ball force as a local dir
25 Days Ago
Remove dodgy null check
25 Days Ago
- Fix z position being stomped (when loading table state) - Fix shooting not working - Fix only being able to mount the table once - Codegen
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25 Days Ago
Pool Physics Engine: - Frame rate independent drag - Stopping distance to stop creeping when applying drag - Higher threshold to detect 'stopped' physics bodies
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Fix list clear NRE
25 Days Ago
Stop groundwatch killing the table as well
25 Days Ago
- Locally shoot the pool shot as well (prediction and reconcilliation) - Parent mountables instead - Get Owner Table Via GetParentEntity() instead - Only allow joining the table when nothing is in motion
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- Allow player to play against themselves - Temp patch for viewmodel issues
25 Days Ago
IOCircuitSystem indentation fix
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Disable deatching children on the modding monument build block prefabs
25 Days Ago
Fix "modding monument build blocked" prefab not scaling the red blocked visualization on custom maps - allow monument prefabs to opt-out of detaching their children (so it can work with "monuments" that can resize aka the modding building blocked prefabs)
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Merge from main
25 Days Ago
initial setup on auto turret workshop skinnable
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Allow root combiners to be connected to non root entities. Renamed it to 'combiner' Prevent feedback loops by discarding power from back edge wires
25 Days Ago
Ceiling gold stars rotated textures to match placement guide
25 Days Ago
Some fixes, refactoring and new evaluators. Cache consumption amount at register time so we don't rely on entities anymore Fixed signs registering themselves in circuits Started removing old IO code to IO entities code
25 Days Ago
added missing scripts for placement guide
25 Days Ago
Item Compacter item setup. mini deployable recycler for your base with very low output, for dumping crap you dont want instead of throwing it on the floor. Will give back very low amounts of wood, frags etc.
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L4D1 .nav files now successfully load
26 Days Ago
Reduced the amount of flags OR AND and XOR switches are setting
26 Days Ago
Reduced the amount of TryGetComponentRecord calls
26 Days Ago
Extended smoke signals max height, making them visible from further away Added support for the cargo plane to drop different supply drops
26 Days Ago
Circuit merge do not set the whole circuit as dirty + eval pass micro optims
26 Days Ago
Removed duplicate line
26 Days Ago
Added ESPCanvas nameplate distance-based auto sizing https://files.facepunch.com/raul/1b1711b1/17_01-03-SpotlessCowbird.mp4
26 Days Ago
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