138,726 Commits over 4,324 Days - 1.34cph!

1 Hour Ago
Fixed all kinds of whackery with industrial.ceiling.lamp.on.prefab
1 Hour Ago
Lighthouse lighting prefab V2 (not applied)
Today
Some movements improvements: smoothed steering input, speed based lateral damping and gait auto promote Also added a rough noclip command so I can move around the gym easily
Today
merge from deepsea_fixes
Today
▉▌▇▇▄▅▇ ▉▋▌▊▅▋█ ▇▊▅ ▌▇█▊▇ ▅▆▍▇█▍ ▇▉▄ ▇▌▇▅▋▅▍▆ █▆▊ ▇▊▇▇▊▅ ▅▇▉▋▇▋▅▆ ▋▄▇ ▊▊█▆▅▌▇▇ █▇▊█▅▊ ▌▅▄▍█▍
Today
Implement indirect instancing profiling module to record debug data, needs .debug to be active atm.
Today
Add convar to tweak radius of the vision occluding ball generated by smokes for NPCs
Apartment complex b progress
Today
mesh.Begin throws errors with invalid primitive counts Fixed a crash with func_button and Sandbox drive system Lets try making r_radiosity default to 4 again Add some sanity checks to map loading
Today
Update: shifting job dependency downstream Tests: none, trivial change
Today
Update: added AntiHack.AreSpeeding - (almost) fully jobbified version of IsSpeeding Only active with UsePlayerUpdateJobs 3. Needs unit tests, will do that later. Tests: booted on craggy with UsePlayerUpdateJobs 3 and ran around.
Yesterday
no more LINQ, added TimeWarnings
Yesterday
Baseline, added RidableHorse2 prefab and skeleton
Yesterday
Buildfix: type missmatch Tests: editor compiles
Yesterday
updating component box performance pass
Yesterday
Update: add BasePlayerJobs.CalcPlayerSpeedJob Tests: none
Yesterday
Update: add ScatterValueToJob utility job Tests: none
Yesterday
Update: add TerrainHeightMap.GetNormalsIndirect Tests: none
Yesterday
server_browser_phrase_fix -> main
Yesterday
Remove unused phrases
Yesterday
Fix a bunch of missing tags on the map creator
Yesterday
merge from main
Yesterday
merge from deepsea_fixes
Yesterday
Changed world.drawbounds to only send ddraw to the player running the command
Yesterday
▍▊▋▇▇▊ ▋█▆▉▄▇▉▍ ▋▅▇▉▊▊ ▍███▆▇ ▇▉▉▄▋▍▉▊▇▉▍ ▌█▊▋ ▌▇█ ▊▋▄▋▇ ▊▆▅▍▄▉
Yesterday
Buildfix: fix up missed renames Tests: unity compiles
Yesterday
Add some invalid handle checks to shadow rendering
Yesterday
merge cannon_fuseburn to main
Yesterday
Remove exit time between reload -> reloaded state in cannon barrel
Yesterday
merge from deepsea_fixes
Yesterday
Prevent tutorial islands from destroying deep sea portals when closing 🙃
Yesterday
exported updated helicopter reardoor idle anim
Yesterday
Update: AntiHack now track it's own persistent cache of player states - base player internals redirect to the cache when jobs 3 is set Gets synced when player enters and leaves player cache (even if they're disconnecting). This allows us to change jobs level without mesing up player state. Tests: none, WIP
Yesterday
▆ ▄██▇▋▋ ▍▅▆█▇▇▆ █▉▉▍▇▅▋▆ ▍▇▇▉▊▍▅▋ █▉▍█▆▅█▋ ▍█▌▇▆█▌ ▌▄ ▉█ █▆▄█▅▋▍ ▅ ▅▄▋▅▋▌ ▇▌▌▇▍▄▇▄▌ ▄▌▆▇▄█ █▉▉▄█▊▉▇▅ ▋▊▆ ▄▇▊▅▇ ▄█ ▌▊▍ █▄▉▅ █▇▄▉▍ ▇▍▊▊▉▆▄▆ ▆▋▉▋▊▆▋ ▇▊ ▅▍▉ ▅▌▅▋ █▄██▇▅▅▆▉▌ ▆▇▇ ▋▄▌▆▌▆ ▅▅ ▆▌▌▌▌▌▆
Yesterday
update from main
Yesterday
Fix cannon aim jitter on high ping when reloading and lighting the fuse
Yesterday
Update: Gather more player state for Jobs3 work - rewrite how we add to/remove from PlayerCache to add custom handling for specific systems (needed for AntiHack) Tests: none
Yesterday
exported horse animations and rig
Yesterday
boat_highspeed_parenting_fix -> main
Yesterday
merge from /indirect_instancing
Yesterday
Stop high speed dismounting throwing you from your player made boat
Yesterday
merge from main
Yesterday
Merge from turret_paintball_fixes
Yesterday
resolve conflicts
Yesterday
merge from main
Yesterday
* Add an extra update call at the end of the frame after spawning instanced objects to catch spawn-then-move position errors. * Only deal with valid LOD states and skip invalid states both in the middle and at the end of the state array. * Reject renderers without materials outright.
Yesterday
Added a toggle to switch in between remote and local store override data in editor Added a popup warning when uploading
Yesterday
Altimeter works
Yesterday
Fixes for how paintball gun behaves with turrets: - Damage is now increased when a paintball gun in a turret shoots someone wearing paintball overalls, same way when shot by another player wearing overalls - Last applied paintball colour is now retained when placing the paintball gun in a turret Misc changes: - Removed paintball damage scaling in code for hitting different entity types, instead use the protection property assets - HeldEntity cached item is now usable on both client/server - Add sourceWeapon to projectiles, so the client can retrieve the source weapon entity from locally instigated projectiles - HitInfo is now Disposable, same pattern as PooledList - Remove various unnecessary HitInfo allocations
Yesterday
Add a placeholder altimeter prefab. Add placeholder prefab to HAB.