194,060 Commits over 4,079 Days - 1.98cph!

11 Minutes Ago
merge from io_consistency
12 Minutes Ago
Fixed Couldn't create convex mesh error "rocking_chair_varient2_LOD0" A rocking chair worldmodel was using the wrong mesh for its collider
17 Minutes Ago
WIP friend authing. Assign dialog bog to tugboat privilege prefab now I've actually found it.
52 Minutes Ago
merge from trianglehatch_deploy_fix
52 Minutes Ago
Improved triangle ladder hatch deploy volumes, won't be blocked by random nearby deployables anymore
57 Minutes Ago
Fix frustum culling by skipping damage tracking as a temporary workaround
1 Hour Ago
merge from swapseat_binds
1 Hour Ago
merge from main
1 Hour Ago
Put debug code behind conditionals, disable primitive rendering option, instancing now on by default, dispose all buffers on destroy, move buffers init to after all placements have been added to list, revert sections to main where possible, remove opt vertex macros and noise gen compute.
1 Hour Ago
merge from vehicle_trigger_damage_fixes
1 Hour Ago
moved trigger catcher prefab out from autospawn directories so the server stops complaining about it
1 Hour Ago
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1 Hour Ago
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1 Hour Ago
Bootstrap page, Loading Screen design
2 Hours Ago
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2 Hours Ago
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2 Hours Ago
Added swap to seat 7 and 8
2 Hours Ago
Fixed an oversight in swapseats
2 Hours Ago
Merge from incap_dart_blur
2 Hours Ago
merge from main
3 Hours Ago
merge from main
3 Hours Ago
Switching blunderbus and T1 SMG to use original camera movement
3 Hours Ago
Trying a blur and darken combo for incap dart. Added a screen_blur_heavy post processing file.
4 Hours Ago
WIP new PickupVolume system Works like a DeployVolume but denotes a space that must be clear of other deployables before an item can be picked up Setup on bamboo shelves for testing
5 Hours Ago
Merge from targeting_attachment
5 Hours Ago
Add a temporary icon, crafting costs Improved responsiveness of deleting pings, no longer wait for the double tap duration if hovering over an existing ping
5 Hours Ago
New Targeting Attachment weapon mod, allows the player to use pings while the weapon with this attachment is equipped
5 Hours Ago
Merge from new_silencers
5 Hours Ago
Adjusted new silencer position on custom smg, spas12 and pump shotgun
Today
Added spawn.loot_population_test, if set the spawn system will use that value as the current number of players on a server. Useful for testing loot drops in different conditions
Today
Also cap the PlayerExcess method with population_cap_rate, which uses the Spawn.player_base convar to determine loot frequency
Today
Only apply population_cap_rate if it is higher than the actual population cap, will prevent servers with small caps getting their loot sped up inadvertently
Today
Added spawn.population_cap_rate, when set acts as a cap on how fast loot can spawn when being scaled by player count Defaults to 300, so loot will spawn on servers with a higher population as if it is on a 300 pop server Can be set to 0 to revert to the old behaviour
Today
Merge from main
Today
Fix possible inconsistent RNG placements, use minimum radius to avoid noticeable culling with shadows, increase cell plane test bias to compensate
Today
Merge from apple_improvements
Today
Now need 1 apple to cook an apple pie (was 2) Added apples to the possible sale options at water well vendors Increased chance of finding apples at water well food caches
main -> syncvars
Today
Merge from new_silencers
Today
Fixed an NRE on the t1 smg Added new positions for bulky silencers on bolty, semi auto rifle, thompson, l96, m39, t1 smg, sks and m4
vending_machine_modify_listings -> main
Can now modify Vending Machine listings. Clicking on an existing listing repopulates the sell order input fields.
Today
Merge from new_silencers
Today
Added ability for ViewmodelAttachmentOverride component to override based on specific prefabs, not just attachment type Added barrel_bulky roots for most pistols that will be used by new silencers, adjusted scale of silencers to try and keep ironsights clear
bee_spawnrate_reduction -> main
Missed oak_e... Lives in a different folder
Add Flash [ON]/[OFF] display to camera UI Control flash with standard F light on/off Wider flash Created a new bulb icon (light one)
Today
Merge from main
Today
Merge from lr_deploy_speedup