223,982 Commits over 3,684 Days - 2.53cph!

Today
Isolate EffectParent changes to the flamethrowers via a new separatedEffect field, should only be used if animators are causing interference
Today
Fixed flamethrower vms getting strangely offset particle effect spawn positions Not entirely sure how but they seemed to be getting affected by the parent animator in a negative way, so they now live in a separate hierarchy and I've updated the EffectParent script to handle this situation
Today
Tracking down a very weird NRE that we can't reproduce. Modified SpawnScientist in CH47HelicopterAIController
Today
Fixed water bucket VM fluid sim not working with viewmodel camera Also did some general cleanup of the fluid sim script
Today
Fixed sleeping bags preventing door controller deployment
Today
Reworked fire arrows on hunting bow viewmodel
Today
Recache viewmodel renderers on molotov
Today
S2P both harbors
Today
Merge from main (needed for S2P)
Today
Remove kinematic rigidbody from client side cotnainer pickup crane, seems to fix strange mobility issues on stair ramps Also cleaned up the prefab a bit to clear out a bunch of unused transforms on the server Will need a S2P on both harbors once merged to main
Today
Automatically spawn players at random points on the map every half second (and then kill them)
Today
Make sure we run interpolation on the new loop, this is being rewritten atm so I don't wanna touch it Optimize GameObject.Network, we do not need to constantly find the network root, it should only be set on network spawns and parent changes
Today
missing kickstand model
Today
separated kickstand from the main rig to allow for the sidecar connections
Today
Fix triangle foundations not lining up after building outwards due to side sockets being 0.01m offset
Today
Remove more PingEstimator spam
Today
Automatically kill players 20 seconds after spawn, unless they're the local client player
Today
Fixed all hunting bow arrowheads so they don't render on the middle of the arrow shaft in 3rd person. Reworked the fire arrow flames so that it doesn't bug out and stretch on vehicles. Also added a tiny light source to it and made it look and perform better.
Today
Merge NudityNREFix -> TrackDownRagdollStalls
Today
Cherry pick 96364 as there were other changes on that branch that aren't ready for main
Today
Shorten that prop name
Today
Ensure can't use different RPC attributes together, doesn't make sense
Today
Fixed errors when using server-side corpses and pixellated censoring in editor, or changing cencoring mode in editor with server-side corpses present
Today
Fixed the timer box staying active when a mission doesn't have a timer
Today
Fix Socket_Specific_Female not getting parented to the target entity if parentToBone is false, fixes storage adaptors not getting parented properly and preventing industrial setups from working
Today
Add some more documentation to the other RPC attributes
Today
lb_indexed_pointlight_shadows. By default for now, don't cast shadows to indexed point lights if the cvar is set, rarely worth anything useful
Today
added candle and flame to jackolanterns, re-rendered carvable pumpkin icon as previous one clipped
Today
Fixed EffectParentToWeaponBone leaving orphaned particle effects in the world after the player changes weapon
Today
🧹
Today
Implement MethodArguments attribute, use it for UnicastAttribute ensure that first parameter is Connection
Arctic Pack typo
Update texture mipmaps
Today
Fix NRE in BaseViewModel.HideSightMeshes()
Today
legacy crate model, lods and gibs materials and textures
Today
Fix TC showing "Clear Authoirzed List" when no players are authed on TC
Today
Fix more client errors
Today
Fix client compile errors
Today
added gibs for hunting trophy large, small and fishing
Today
Add ability to auth friends on TC (similar to turrets) - rename `AddSelfAuthorize()` -> `AddAuthorize()` - both "auth self" and "auth other" use same RPC - must assign "PickAFriend" dialog to tool cupboard entity for it to appear as an option in the radial menu - enabled on both TC & retro TC skin
Today
Fix file move on vpc for shadowmap_texturebarrier_renderer.h
Today
Fuck off with subrect clearing on shadowcache, we do it much simpler on draw now which is guaranteed to be clean, our goal is to go bindless too so it doesnt even apply Pass per view lighting constants to shadow, transition barriers to fog
packaged food finished textures
narrow track pieces, fixing various issues with normals and face directions
Today
merge from Tier3CrateRotationFix
Today
merge from cargo_double_dock
Today
merge from hobobarreliconfix
Today
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Today
merge from fix_uncompressed_tags
Today
merge from teslacoil_igniter_damagepickup