130,874 Commits over 4,232 Days - 1.29cph!

31 Minutes 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"
31 Minutes Ago
multi_drop_nre_fix -> main
34 Minutes Ago
merge from main
37 Minutes Ago
add printouts
43 Minutes Ago
added matrix lods, gibs, material adjusted and updated prefab
46 Minutes Ago
Medical syringe animation polish pass
53 Minutes Ago
Hat texture size pass. Flame replacement (still wonky atm in this commit)
56 Minutes 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
58 Minutes 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
1 Hour 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
1 Hour Ago
All neon signs deployable on the vehicle large layer
1 Hour Ago
More IO prefabs deployable on the large vehicle layer
3 Hours Ago
merge from the correct gui_sculpting branch
3 Hours Ago
Cherry pick dock and edit fix
3 Hours Ago
merge from sdf_sculpting
3 Hours Ago
Fix FindDockableStation return logic. Fix occasional NRE disconnect with dock and edit.
4 Hours Ago
add hmlmg
4 Hours Ago
Merge from puzzle_reset_hotfix
4 Hours Ago
Another attempt at arctic rad zone issue
5 Hours Ago
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
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- 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
Today
Reduced monumentPuzzleResetRadiationPlayerEmptyTime from 5m -> 2m Reduced monumentPuzzleResetRadiationPreResetTime from 10m -> 5m Brings total possible radiation time from 15m -> 7m
Today
Reduced monumentPuzzleResetRadiationAmount from 100 -> 3 (inner radiation sphere) Fixed the outer smaller radiation area going straight to 10, it now ramps in like the inner sphere over time
Today
Add IgnoreAboveGroundPlayers option to TriggerRadiation, uses the IsUnderground check on BaseEntity which won't work in some cases (like noclipping under the terrain). It's what we use for the equivalent check on the puzzle reset If a PuzzleReset is set to ignoreAboveGroundPlayers it will now pass that along to it's radiation zone Airfield will now ignore above ground players Puzzles will now start counting time spent empty with rads active once any radiation is active, not just once radiation is fully activated Don't send the puzzle reset warnings to players that are above ground on a monument set to ignore above ground players
Today
monumentPuzzleResetWarnings is now on by default and saved
Today
Made poolable.
Today
Gib prefabs. Tintable. Related files & filename org.
Today
Added HMLMG to the skin viewer
Today
Fixed back button not closing store pages
Today
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"
Today
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Today
merge from multidrop_nre_fix
Today
SocketMod_Anchor now checks VehicleLarge during deployment
Today
More anchor and sail fixes
Today
Anchor and sail fixes