137,049 Commits over 4,324 Days - 1.32cph!

Today
Don't load monument bundles or asset scenes when running a local server Add a list of allowed files, don't let the asset scene system load them (not quite working yet)
Today
Tutorial island successfuly runs as a scene in a dedicated build
Today
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Yesterday
Fix clientside golf ball stuttering
Yesterday
Fixed a bunch of serialization mismatch fields in BoatBuildingStation, BoatAI, BoatBuildingBlock and PlayerBoat Was preventing local builds
Yesterday
Build stuff WIP
Yesterday
Compile fixes
Yesterday
Setup tutorial island scene as a playable scene Ripped out a massive amount of tutorial code for handling the spawning around the world edge
Yesterday
Fix compile errors in Server mode
Yesterday
Fixed server shutting down when player tried to connect Better line reading of logs
Yesterday
Merge from main
Yesterday
Fix a crash in CVoiceGameMgr::ClientConnected due to binary module usage Fixed normal headcrabs not spawning from their cannisters Remove the entire GameStats(Uploader) system Its never used by anything, just wastes resources Also references to xboxsystem and matchmaking systems that were still compiled in Ship a fixed hunter_flechette.mdl * Uses the idle animation by default now instead of the impact animation, so they actually fly straight now, not at an angle Update AR2, Flechette Gun and SLAM spawn icons * AR2 icon now points the same way as other guns, SLAM icon now has the same warmer colors as all the other icons, Flechette Gun icon no longer uses the angled model in the preview Fix Flechette Gun being able to shoot through thin walls Fix file list concommand autocomplete searching mounted content It's only used for stuff like saves and demos, no need to search in mounted games like HL2 Fix sounds played via env_microphone having no subtitles
Yesterday
Refactored node config fields Added config fields UI
Yesterday
Codegen / manifest
Yesterday
Add trailer chassis that is scaled larger to fit building block sized trailers
Yesterday
Add shipping container building block trailer prototype thingy
Yesterday
Disable the RendererBatching components on shipping container skin for the hackweek
Yesterday
Merge from fishing_village_perf (not expecting much from this, but worth changing anyway)
Yesterday
Fixed youtooz bobble heads breaking after 10 uses
Yesterday
tweaked guitar inUse position
Yesterday
Swap away from projectiles in favour of a standard BaseEntity - Golf ball can be claimed by a client, this takes client ownership and updates the server on its position (ensuring accurate collisions for local client) - Various settings to tune update amount - Simple press e to force golf ball in that direction
Yesterday
Fixed flamethrower not unlocking 5.56 in tech tree. Fixed incend pistol ammo not unlocking 5.56 in hardcore
Yesterday
Very first pass of the node graph: from the data computer, you can build graphs with simple logic gates (similar to scratch/UE blueprints) Graphs can read data from devices connected with data chips, trigger power outputs... Can't 100% test it yet because after spending 50 years on the systems I now need to spend another 50 years getting a decent UI
Yesterday
Set exclude layers on fishing villages SafeZone trigger. Ran s2p on all fishing villages to bring in turret layer exclusions.
Yesterday
Set exclude layers on sentry.bandit.static
Yesterday
Merge from main
Yesterday
move PlayerEnterOrLeaveDeepSea RPC to the PreTeleportPlayer as it is called for all players regardless of mount/passenger state, ensures clear shore vectors
Yesterday
merge from mounted_shorevector_clear_fix
Yesterday
Drums - Updated foot ik positions on drumkit - Updated override controller
Yesterday
Merge from naval_update
Yesterday
Merge from main
Yesterday
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Yesterday
Merge: from main
Yesterday
Bugfix: prevent leaking entities into save from transient containers Tests: 2.5k procgen map with disabled deep sea - 5 time save-load, went from 15,565 to 15,606. So we're still leaking, but less than a 0.1% per save. Didn't see anything specific in the entity dump.
Yesterday
- Create basic golf ball entity - Create golf ball projectile - Hitting E on the golf ball entity spawns a golf ball projectile with a small upwards velocity (for testing)
Yesterday
apartment complex layout refinement to street and ground surfaces readying for procmap, s2p
Yesterday
Dealt with the escaping when formatting for ADX. Also fixed the construction of the array syntax so it automatically parses into the dynamic type in ADX (previously it was still treated as a string) (Note: the confusion is that there is slightly different syntax when using datatable vs .ingest and I had used a combination of both DOH)
Yesterday
merge from prefab_preprocess_fix
Yesterday
PlayerRigUpdate2 -> hackweek_golf
Yesterday
main -> hackweek_golf
Yesterday
Now excludes inactive settings. And added todos for remaining work
Yesterday
merge from main
Yesterday
Blockout for rentable kiosk A
Yesterday
Read the log file instead and run the server in the shell
Yesterday
merge from main
Yesterday
meds box corpse
Yesterday
armor box corpse
Yesterday
merge from industrial_redirect_fix
Yesterday
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Yesterday
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