253,184 Commits over 3,990 Days - 2.64cph!

3 Months Ago
Hackfix: skip bootstrap smoke test at the start - Key here is skipping error logs, since they trigger test failures. Right now we build this weird mutant executable, and it tries to run server-side smoke test despite being on client. It emits an error, that we can't suppress that early, and which tips over the tests. I'll need to fix this properly once I got better build pipeline control. Tests: ran LoadProcTest - it passed (though it's mostly a dummy test)
3 Months Ago
- Removed doubled stats prefab - More logging - Setup feed object parent
3 Months Ago
Added placeholder damaget to battering ram mats. Added damage script to entity. Added glass decals back.
3 Months Ago
Added camera positions to Ginnle Added Rubert Voice Lines for quest complete and hooked up SpeakingObjects
3 Months Ago
Give better titles to collider trigger actions
3 Months Ago
Add Collider.OnObjectTriggerEnter/OnObjectTriggerExit
3 Months Ago
enabled damage layer on all siege tower materials with detailLayer
3 Months Ago
Timer no longer displays in hub levels UI cleanup Fix dialogue not set errors in intro area
3 Months Ago
Buildfix: added missing namespace qualifier Tests: none, trivial change
3 Months Ago
Stop NRE on clearing feed
3 Months Ago
Get admin panel stats instance properly
3 Months Ago
adding damaged materials for the ram shell
3 Months Ago
Bugfix: resolve location of asset bundles when running standalone perf test - Also symlinking server bundles instead of client, for now Tests: ran the LoadProcTest, no more logs of failing to open bundles
3 Months Ago
ram bucket texture upres - 1k feels a tad lowres for a focal point object
3 Months Ago
fixed incorrect material definition on battering ram rear door LOD2
3 Months Ago
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3 Months Ago
merge from creativemode_io_text
3 Months Ago
Change facepunch.sandbox test to facepunch.walker
3 Months Ago
Only show the creative mode text when a pending wire is active
3 Months Ago
added ability to alter carve radius while carving with shift+scroll (can also use the convar directly) for quicker large changes and finer control
3 Months Ago
Adjusted finishline Widemode for cameraintro Sort leaderboard correctly Hide items on platform runs Fix missing logo on intro Move to tutorial after intro Move map icons to /ui Update .sboxproj
3 Months Ago
Disable package tests that don't have code archives (garry.testbed, carsonk.voip_roulette)
3 Months Ago
Lets handle package startup errors a bit better, shutdown properly, popup an error
3 Months Ago
icreased grid resolution further
3 Months Ago
Added a creative mode text in the IO hud UI when wiring stuff with creativemode.unlimitedio enabled
3 Months Ago
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3 Months Ago
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3 Months Ago
Added placeholder damage and damage script to catapult
3 Months Ago
Merge: from main Tests: none (big merge, going to fix any issues in follow up commits)
3 Months Ago
Bunch of compile fixes
3 Months Ago
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3 Months Ago
Report build errors
3 Months Ago
Remove rigidbodies from menu-main scene
3 Months Ago
decal component
3 Months Ago
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3 Months Ago
merge from teslacoil_tweaks
3 Months Ago
Reduced tesla coil power usage by increasing their damage so they need less power to kill (35 power -> 25 power)
3 Months Ago
Filter out .dll when downloading packages Compile and load code on package download
3 Months Ago
merge from main
3 Months Ago
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3 Months Ago
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3 Months Ago
Fixed battering ram door wheels culling, set to isDynamic
3 Months Ago
Merge from hackweek_car_radio
3 Months Ago
Rename the radio socket gameobject names to lower case to possibly fix pooling mismatch
3 Months Ago
Partial backport of ISceneObjectDesc::OnSceneObjectVisibleInView Forward+ Decals * Decals get binned by the lightbinner from OnSceneObjectVisibleInView (all lights should start using this callback too) * Tiled culling checks decals within each tiles frustum * Decal::Apply( ... ) is used to mix decal's albedo, normal, etc. into surface
3 Months Ago
fixed entity bounds on ice sculpture
3 Months Ago
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3 Months Ago
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3 Months Ago
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3 Months Ago
meta changes on some collider meshes