142,150 Commits over 4,383 Days - 1.35cph!
merge from fix_manifest_errors
Remove extra model component on pistol_semiauto.a.m15.entity
merge from console_autocompletescroll_fix
Fixed console autocomplete scroll to selected
merge from console_uparrow_fix
Hide autocomplete when going through the history
merge from storeoverride_loading_fix
Fixed overrides not clearing after clearing the debug convar and refreshing the store
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Merge from easter_disable_2026
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Merge from storage_adaptor_prevent_building_fix
Storage adaptor prevent building check now uses the StorageAdaptorAllowCollisionGroup, fixes placement on large industrial furnace
Should be simpler to manage going forwards
Merge from ducked_splash_fix
Possibly fixed player getting splashed by explosive damage when crouched under a half height floor and the explosion detonates above the floor
Do an additional line of sight check when damaging ducked players if closest point on the player bounds is within 0.1m (additional LOS is 01.m below original check)
Also removed an old log in TimedExplosive
Merge from fix_manifest_errors
Assign Root Bones to the Model component on:
turret_attackheli
sedanrail.entity
50cal.base.entity
shovel.entity
food_pie_generic.entity
Converted wall.frame.shopfront_static and wall.frame.shopfront.door_static to StabilityEntity (was Door)
Neither have animators so they wouldn't have worked as doors anyway and as far as I can see they aren't used by vanilla content anywhere
Remove VPROF from GetType (& minor cleanups)
Get rid of remaining CSteamAPIContext references
* Enables updating Steamworks SDK to latest versions
* Maybe fixed getting notifications in chat for already unlocked achievements
Fix inverted condition on some Lua funcs, oopsie
Apply numerous safeguards in game code
* Prevent effect entity leaks with CPhysicsCannister for example
Only disallow SOME characters from concommand names
* Spaces, newlines, tabs, etc., for backwards compatibility with poor decisions in the past
More cleanups
* Deletes CPropAirboat::CreateAntiFlipConstraint (unused)
* Delete unused fields on some tempents clientside
Industrial Autoturret - Updated textures (again!!)
industrial electric furnace
- updated wip textures
- updated icon preview
Update(tests): add unit test that validates StableObjectArray is in sync with TransformAccessArray
Tests: ran the test - they're not, gotta fix it tomorrow
- Remove allocs from raknet profiling serialization, ip w/o port and port are now separately assigned when ipaddress is set, changing it to a one-time alloc on connection
- Event field value types have been converted to a union, reducing memory per event field by around half
- Add support for StringView event fields (currently unused)
Bugfix(editor): cleanup connected players before we shutdown server when stopping playing in editor
Tests: started and stopped play mode
Bugfix: if shorevector caching is disabled, then make sure we generate it
Prev version skipped if it found the cache files on disk even though it didn't load them
Tests: booted into craggy
Bugfix: properly dispose of BasePlayer.PlayerCache
- also invoke DisposeInternalState on assembly reload
Tests: started and stopped playing on Craggy
merge from sceneloader_improvements
Order fix so its more like before
Clean: rename BasePlayer.StableIndex -> BasePlayer.ActivePlayerInd
Eventually we'll have SleeperInd and etc, so doing this change early
Tests: compile all modes pases
Setup Large Apartment Kitchen Cabinets and Cupbaord Prefabs
Setup Large Apartment Kitchen Cabinet Detail Layer Paint Material
Clean: delete PlayerCache and it's unit tests
Tests: compiles
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Scaled up the progress image on weapon attachment item icons
Bugfix(editor): rengerate client-side shorevector cache if it's size changed
Tests: connected to a server running craggy
updated merge from lumberjack pickaxe fix branch
merging from lumberjack pickaxe fix branch
added missing deploy/attack anim events to melee,grenade and paddle anim clips
finally made drag-by-angle genuinely consistent at varying angle for all boat shapes and sizes
- increased hull triangle bounds slightly to properly fit it
- handling non-square hull block bouds when getting bounds of hull for defining raycast planes
- increased number of hits per-raycast to handle large bounds, would return incorrect hits in some cases due to unity things
Updating wooden armour pants skinning
Update: StableObjectArray rewrite - version 2
- Replaces PlayerCache on the server in all the relevant paths
Still need to do clientside projectiles stable cache before ripping it out
Tests: booted into Craggy, ran around. Need to test 2p, but being stopped by some shore vector out of bounds access, hoping sync fixes it
At first add no limit on max build queue
Bugfix: StableObjectArray.StableIndexLookup was returning unbounded array
Tests: booted into craggy and ran around