161,678 Commits over 4,597 Days - 1.47cph!

Rin
3 Days Ago
merge from scientist_boat_los_suppression_fix
3 Days Ago
Fix spotlight block range calcs
3 Days Ago
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3 Days Ago
Merge from main
3 Days Ago
Set better defaults for foliage shadow options
3 Days Ago
Hook up sandbags prefab
3 Days Ago
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3 Days Ago
Fixed boat scientists locking onto a hidden target for a longer period of time than necessary (correct branch this time)
3 Days Ago
Fix roaming boat groups sometimes not properly attacking players on the beach
3 Days Ago
Fixed boat scientists locking onto a hidden target for a longer period of time than necessary
3 Days Ago
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4 Days Ago
Fixed stolen PT boats getting removed when the roaming boat event ends, only boats that still have their crew get cleaned up now
4 Days Ago
Fix favorites and history not listing reliably in the server browser - Favoriting a server saves IP:port straight away, then its favendpoint if the server reports one - favorites.cfg saves each hostname's last resolved IP:port so queries generally succeed even if the DNS queries haven't finished yet - Hostnames that fail DNS queries for 30+ days revert to IP:port so they don't log failures forever - "No servers found" no longer shows over results while a refresh or a feeding list is still loading
4 Days Ago
Added in barricade pillbox into the scene as well
4 Days Ago
Nail gun position and rotation amended
4 Days Ago
Fixed TravellingVendorSounds.UpdateTireSounds NRE properly - caused by vehicle pooling - VisualTick kept running after DoClientDestroy
4 Days Ago
Added in the Uzi into the scene
4 Days Ago
Fix TravellingVendorSounds.UpdateTireSounds NRE - Real cause probably vehicle pooling
4 Days Ago
Uzi: stock always folded when holstered, unfolds on deploy - new w_uzi deploy_stock anim with the stock unfold, hooked up in w_uzi controller - 3p deploy_stock updated to match the viewmodel unfold - Uzi.cs: holstered world model always shows the stock folded (visual only, still in rifle mode) - updated 3p aniims to match correct bolt position, fix out of sync issues
4 Days Ago
Door.SetSwingDynamic NRE guards
4 Days Ago
merge from f1items_nre_fix
4 Days Ago
merge from gamepad_focus_nre
4 Days Ago
merge from get_networklodcell_fix
4 Days Ago
merge from drop_bind_fix
4 Days Ago
merge from pickupnotice_nre_fix
4 Days Ago
merge from LightHouse_Cratefix2
4 Days Ago
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4 Days Ago
merge from bird_critters
4 Days Ago
merge from melee_nre_fix
4 Days Ago
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4 Days Ago
merge from distanceflaregammafix
4 Days Ago
merge from laserstretching_fix
4 Days Ago
merge from npcencountertimer_fix
4 Days Ago
merge from nameplates_maxnameplates_hotfix
4 Days Ago
merge from netread_nre_fix
4 Days Ago
Merge fix
4 Days Ago
Fixed CAI_BaseNPC::IsPlayerAlly in multiplayer * Fixes Alyx not picking up shotgun in multiplayer in a scripted scene on ep1_c17_02a Potential crash fixes & cleanups More potential crash fixes & cleanups with various entities Final set of entity related fixes for now Remove some unused C_Team related stuff Try to prevent more matproxy related crashes
4 Days Ago
- New AttachmentMountScale component: client-only, resets parented mods to localScale 1 so they inherit the mount's scale - Entity parenting uses worldPositionStays, which counter-scales mods and cancelled or skewed any mount scale in 3p - Added to uzi.entity.prefab flashlight.attachment and barrel mounts, scales tuned for the uzi
4 Days Ago
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4 Days Ago
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4 Days Ago
NPC phone calls ignore the MaxConcurrentCalls cap
4 Days Ago
fix NPCEncounterTimer error
4 Days Ago
fix vclouds "kernel not set" error sometimes showing up