130,204 Commits over 4,201 Days - 1.29cph!

Yesterday
Merge from main
Yesterday
Flatten small displacements Fix displacement origin calculation Increase grass displacement factor Clean up and restructure for performance testing
Yesterday
Include all prefabs under Assets/Scenes/Prefabs in the props asset scene for custom maps to use
Yesterday
Merge from puzzle_reset_changes
Yesterday
Build fix
Yesterday
Merge from puzzle_reset_changes (only enabled on water treatment plant for testing)
Yesterday
Merge from server_history_dns
Yesterday
Codegen
Yesterday
Merge from main
Yesterday
Fix history DNS resolutions not refreshing without a client restart
Yesterday
S2P water treatment plant
Yesterday
Automatically migrate servers from steam's server history to favorites.cfg if they have a DNS endpoint configured
Yesterday
Don't tick puzzle reset times at all until a player enters range when a reset is using the radiation system Prevents random monuments becoming irradiated if no player has entered them Once a player enters a reset range at all the timer will start, cannot be stopped from that point
Yesterday
More WIP: - Mostly working apart from some ghosting (wrong update loop) - Setup standard system for mounted weapon viewmodels - Setup world model disable system with turrets - Setup offsets - MountedTurretViewmodel
Yesterday
Added a new TwoTierRadiation volume, comes in Sphere and Box variants Use this on PuzzleReset, simplifies a bunch of code and gets us the behaviour we want
2 Days Ago
Strip LOD component from fridge power plate in skin viewer
2 Days Ago
merge from store_fixes
2 Days Ago
Metal mask LODs
2 Days Ago
merge from qol_backpack_gather -> main
2 Days Ago
Allow items picked up off ground to go into backpack when inventory is full - applies to both normal items and keycards
2 Days Ago
merge from main -> qol_backpack_gather
2 Days Ago
Adjusted the recttransform so the sort settings prefab can be edited in place
2 Days Ago
Merge from hackweek_boxsorting
2 Days Ago
Merge from hackweek_boxsorting
2 Days Ago
Properly fixed pooling on sorting settings
2 Days Ago
Makeshift Hazmat LODs + bakeLODs
2 Days Ago
Shrunk airfield puzzle reset slightly and enabled radiation on puzzle reset S2P
2 Days Ago
Shrink power plant main reset from 40m -> 25m Enable radiation on main building
2 Days Ago
pt boat 50cal local voice limit range tweak
2 Days Ago
fix up pt boat 50 cal voice limiting settings
2 Days Ago
merge from helicopter_flare_balance_pass -> main
2 Days Ago
Revised changes and clarification for throwing flares from helicopters: - Thrown flares no longer have any effect on homing missile targeting - Flares can now once again be thrown from helicopters (but again, wont do anything) - All player helicopters have flares deployment system (same as previous change) - Hot air balloons (HAB) do not have flare deployment system but can only be targeted when server ConVar "homingMissileTargetsHab" is enabled (unchanged) - HABs can now dodge seeking missile targeting after engine being off for 4 seconds (if convar is enabled), exposed value for configuration - Improved positioning of flare effects for mini and scrappie, added flare status lights on dash for both
2 Days Ago
Validate inputs to sound.Generate Fixed exit game crash to do with procedural sounds Some minor changes from TF2 SDK * Fixed some theoretical memory leaks with keyvalues * CMDLPanel pose parameter fix (PR from SDK repo) * `firstperson` disables `camortho` (PR) * ESC closes chat box even if the text entry for the message is not focused (PR) Fix unnecessary "Encountered VTF 7.5 IDs" warnings constraint library - rope material shader whitelist changes * Change the rope material shader blacklist to a whitelist (of UnlitGeneric, SplineRope and Cable shaders), and disallow materials that do not exist (!!tested on server!!) Potential crash fixes
2 Days Ago
Optim: OceanWreckBuoy/-Small skips syncing position if there are no nearby players - set Sync Position to false by default - marking buoys to always interpolate (need to do the same to junkpiles_water) Tests: observed transform in editor from craggy and from nearby. Buoys didn't sink/fly off due to continual interpolation (need to double check what's stopping it)
2 Days Ago
planner - removed offsets in entity brought in from updates to worldmodel on main (anims still need exporting with updated model imported)
2 Days Ago
Water treatment box puzzle reset example
2 Days Ago
Test adding support for box support for puzzle resets - defaults to spheres, can opt into the box shape - still checks by looping through all players, uses an OBB if shape is a box - stores extents and shape in PuzzleReset protobuf
2 Days Ago
Nevermind: you can use OnDrawGizmos() in PuzzleReset which is always called and filter there
2 Days Ago
Added worldmodel outline for krieg backpack and scattershot boulder ammo
2 Days Ago
Add DrawGizmosSelectedProxy so you can see the PuzzleReset gizmo while dragging around the playerDetectionOrigin Transform
2 Days Ago
Fix not attaching the radiation trigger to the playerDetectionOrigin
2 Days Ago
Fix compile error
2 Days Ago
2 Days Ago
merge from store_fixes
2 Days Ago
Cherrypick 134076, fixes hero NREs when entering playmode with no domain reload
2 Days Ago
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2 Days Ago
Optim: set junkpile_water_a/b/c Sync Position to false It is now script controlled, and having it off by default saves allocating an action per entity Tests: observed transform in editor on craggy at spawn then when close
2 Days Ago
Fix codegen Fix broken ai mounted weapon controllers
2 Days Ago
Rear turret Viewmodel test WIP
2 Days Ago
Optim: junkpile_water_a/b/c replicate positions only if player is in sight - also switched them to the fixed time invoke handler, since their positionsare ran per fixed update Tests: booted craggy, validated they weren't moving while I was on island. Flew close, observed them moving and checked in inspector that values change