130,888 Commits over 4,232 Days - 1.29cph!

3 Minutes Ago
naval_update -> turret_head_animations
5 Minutes Ago
Disable burst compile on InvalidateRaycastHits to fix nametag visibility bugs with terrain/water.
8 Minutes Ago
Added multi-line support for balloon text editing
41 Minutes Ago
moved some vertex processing into multi-threaded generation
46 Minutes Ago
fixed triangle -> vertices/indices processing, each edge holds a cache of indices (max of 4 that it can produce in any configuration) and vertices check this cache before adding their own - EdgeKey now just holds the interpolated vertex and an order-independent hash of the grid corners it is defined by - Lets us weld vertices within our own tolerance, roughly halves verts and allows smooth normals to be calculated properly (we lose hard edges a bit with this, but we can solve that procedurally later if we want)
50 Minutes Ago
export spas shotgun anims with correct spine position
51 Minutes Ago
IO line are switched to LOD dynamic when their IO ent is parented to something
51 Minutes Ago
More IO prefabs deployable on Large Vehicle layer
1 Hour Ago
▍█▅▄▇▊▆▆ ▉▍█▍▄▊ ▍▊▆▉▉▌▇▉▇
1 Hour Ago
set up birthday hat to be skinnable of candle hat
1 Hour Ago
Created a bespoke anim set for m4 shotgun and applied the anims to m4 override controller
2 Hours Ago
added gib material with emit disabled
2 Hours Ago
Merge: from spectate_related_cmd_fixes - sleeping-/usersinrange commands now run from spectated player's position, if spectating Tests: used commands when spectating
2 Hours Ago
Update: when running sleeping-/usersinrange, prefer to query from spectating target position Tests: used the commands while spectating
3 Hours Ago
Updated language files Make net_error thread_local Fixed crashes to do with vehicle driver NPCs Foxed a potential issue with CNPC_Osprey Remove non existent entities from the FGD * Weapon_Brickbat, env_rotorwash, references to weapon_beerbottle, test_sidelist, npc_crabsynth, env_terrainmorph Change VPROF name for GetPathTime Make metrocops draw other types of pistols as well Fixed Combine Soldiers not walking/running with pistols/RPG Improve Metrocop behavior with the RPG * No longer tries to chase the player, go back to safe distance loop, etc. Combine Soldiers can walk/run with no weapon or melee weapons Breen acts like a combine when using weapons, instead of doing nothing Improve Hammer particle browser * No more random numbers in Used count, no more 13FPS, better layout, no more black background Revert "Do not rebuild node graph for workshop maps"
3 Hours Ago
multi_drop_nre_fix -> main
3 Hours Ago
merge from main
3 Hours Ago
add printouts
3 Hours Ago
added matrix lods, gibs, material adjusted and updated prefab
3 Hours Ago
Medical syringe animation polish pass
3 Hours Ago
Hat texture size pass. Flame replacement (still wonky atm in this commit)
3 Hours Ago
Merge: from spectate_command_fix - Bugfix for spectate doing nothing when spectating far-away player - Bugfix for error on respawn after spectate if previously didn't have a spectate target Tests: used spectate out of network range 10 times in a row, used keybind to spectate twice in a row - no issues
3 Hours Ago
Bugfix: Spectating - when no valid spectator found when starting to spectate, ensure we still set the right SubStrategy - If no spectate targets were found, chat message now contains the used filter Could easily happen for people using keybinds, as keybind sends "spectate True" Tests: using keybind, spectated other player twice in a row - no more errors
4 Hours Ago
Bugfix: Spectating - ensure Spectating flag always gets sent to the owner Fallout from the queue skipping optimization Tests: Went outside of network range, waited for subscription to unsub and and started spectating on a 2p server. Did it 10 times - no failures
4 Hours Ago
All neon signs deployable on the vehicle large layer
4 Hours Ago
More IO prefabs deployable on the large vehicle layer
6 Hours Ago
merge from the correct gui_sculpting branch
6 Hours Ago
Cherry pick dock and edit fix
6 Hours Ago
merge from sdf_sculpting
6 Hours Ago
Fix FindDockableStation return logic. Fix occasional NRE disconnect with dock and edit.
Today
add hmlmg
Today
Merge from puzzle_reset_hotfix
Today
Another attempt at arctic rad zone issue
Today
Fixed InvalidOperationException in radiation damage
Today
merge from fireballyellowfix
Today
merge from elevator_power_draw_fix
Today
merge from rpg_skin
Today
merge from storepage_backbutton_fix
Today
merge from hmlmg_skinviewer
Today
merge from checkoutresult_fix
Today
merge from sort_stack_fix,
Today
▆▆▋▊▌ ▋▄▅ ▊▇█▋▉▅▉ ▊▍▍▉▍▋▍▆█ ▅▄██▍▉█▆
- Setup a method to emulate the twitch drop crash from before - Codegen
Today
Fixed unpowered fridges in arctic biome not cooling food
Today
Merge from puzzle_reset_hotfix
Today
Clamp radiation maximum radius to +50% or +20m: whichever is smaller - reduces puzzle radiation size on large puzzle rooms - reduces how much radiation leaks out of military tunnels building blocked
Today
Fix arctic research puzzle radiation spawning randomly across the map - was having it's worldPosition added twice: once via localPosition and once via BoxCollider.center - set the WorldPosition to zero so the BoxCollider.center can be the worldPosition
Today
Remove leftover log
Today
Apply an additional 25 damage per puzzle reset tick to all players in the inner radiation range once the radiation reaches it's peak level
- Setup objective resetting for go to underwater lab objective - Removed serialized mission icon definitions from mission assets, instead paired these with an enum value in new MissionIconsConfig scriptable object. Objectives have a virtual method to define which icon type should be used per objective. SpeakWith type objectives now use the talk with mission provider speech bubble icon, other objective types use the generic mission icon - Setup being able to have multiple active objective markers on the map and compass at once - Fix issue with check for prerequisite objectives