142,259 Commits over 4,383 Days - 1.35cph!

2 Months Ago
Bypass AI animations again Bypass modular car garage animation
2 Months Ago
Exposed a ShieldBoneArmRotationAdditive field on held entity HoldInfo, applies an additional rotation to the left clavicle while that weapon is held with a shield Applied to m92 for demo purposes
2 Months Ago
Cannonball reload uses l_prop instead of l_hand, readjusted cannonball position to match
2 Months Ago
deepsea.enabled convar default to true (needs to be specified now that its a ReplicatedVar)
2 Months Ago
Fixed import on G note tuba play anim (needs at least 1 frame)
2 Months Ago
Merge from modular_boats_rw
2 Months Ago
Merge from hackweek_boxsorting
2 Months Ago
Merge from fix_grenade_split_world_skin
2 Months Ago
Merge from coconut_collider_fix
2 Months Ago
Merge from collectable_optim_pass
2 Months Ago
Remove server colliders on all plantable berries, corn, potato, wheat, orchid, rose and sunflower
2 Months Ago
Don't strip out animation clips that are being used for root motion on AI (we probably can strip these but it's easier to just include for now)
2 Months Ago
Remade water barrel collider with primitives, it had a non-convex mesh collider
2 Months Ago
Moved all the RegisterSplashable calls from ServerInit to OnDeployed and PostServerLoad so they're correctly flagged as mobile by the grid (parent wasn't set yet in ServerInit)
2 Months Ago
Remove collider on server from hemp.entity Update GrowAll command to work via Query instead of Vis
2 Months Ago
Reduced minecart planter colliders count from 16 to 4
2 Months Ago
All IO water items deployable on boats
2 Months Ago
Merge from main
2 Months Ago
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2 Months Ago
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2 Months Ago
Merge from fix_roof_debris
2 Months Ago
Fixed ceiling fluorescent light invisible cables and meleehack invalids
2 Months Ago
Merge from growable_menu_changes
2 Months Ago
Merge from print_speed
2 Months Ago
Merge from fix_backpack_priority_attire
2 Months Ago
Merge from kapok_branch_col_optim
2 Months Ago
Fix missing return value on Matrix()
2 Months Ago
merge from naval_update/io_boats
2 Months Ago
Compile fix
2 Months Ago
Use GetRootParentEntity instead of the new GetRootParent method
2 Months Ago
- Optimise WorldPositionGenerator, this was the most expensive job in the new work queue and is now showing as at least 30x faster at in testing - Optimise MissionPoint type position generator so it no longer always iterates through all mission points on the server - Now check when we last revalidated each mission before adding it to a run of the work queue rather than just checking time between runs of the work queue itself - Move work queue run cooldown to a servervar 'missionValidStateWorkQueueCooldown', and added 'missionPerValidStateCooldown' to configure cooldown between revalidating individual missions - Add servervars 'resetmissions' and 'resetmissions_alll' to reset missions progress for a target player or all players on a server. Useful if saved missions progress is borked without having to reset entire player state - Player now requests a mission valid states update when they join a server, so map markers will be ready for when they first open their map
2 Months Ago
Minor adjustment to branch collider
2 Months Ago
Merge from main
2 Months Ago
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2 Months Ago
Can't connect IO entities not sharing the same root parent
2 Months Ago
More IO prefabs deployable on boats
2 Months Ago
Fixed some broken rock formations in NMS (scene only)
2 Months Ago
Merge from windturbine_deploy_sfx
2 Months Ago
Merge from improved_embrasures_colliders
2 Months Ago
ioentity.allow_on_boat now blocks placement of all io entities on boats (just a temp killswitch)
2 Months Ago
Merge from ambient_light_lod_fix
2 Months Ago
Merge from 20mindayextension
2 Months Ago
Merge from main
2 Months Ago
Merge from hackweek_meshlod_qol
2 Months Ago
GetAuthoredShadowCastingMode on MeshLOD now respects the new disable shadows setting Disabled shadows on all LODS after 0 on the static phone both for testing
2 Months Ago
Merge from main
2 Months Ago
Wire snapping works on moving boats
2 Months Ago
Remove 12char cap on net_showudp names Added ActivityWeight/ActivityID to util.GetModelInfo sequences Remove auto generated server flags * It's been long enough for people to adjust to setting sv_location Fixed some potential crashes Potential optimizations for Matrix() * Should be a bit faster, especially when not using table as first arguments Potential optimization for Angle() (same as Vector at some point before) Clamp BodyMoveXY playback rate to networking limits Merge PR: Ability for Sandbox NPCs to randomize their model
2 Months Ago
Test list
2 Months Ago
Fixed electric furnace deploy volume not including Vehicle_Large