141,859 Commits over 4,505 Days - 1.31cph!

12 Days Ago
Update: integrate TLSTest into client bootstrap and server boot routines - copied over linux rustnative.so, to be tested Temp measure to test standalone builds Tests: booted both bootstrap and craggy in win editor - saw output (disabled in client, enabled in server)
12 Days Ago
triangulated wood armour gloves fbx file.
12 Days Ago
building blocks test
13 Days Ago
Merge: from main
13 Days Ago
Codegen
13 Days Ago
merge from main
13 Days Ago
Added SocketMod_LevelPlacement, added to animal fence/gate
13 Days Ago
merge from main
13 Days Ago
merge from DeepSeaTreasure_rw_fix
13 Days Ago
Enable Read/Write on primativelootbox_gibs
13 Days Ago
More prefab setup/cleanup
13 Days Ago
Merge from main
13 Days Ago
Merge from main
13 Days Ago
Merge from main
13 Days Ago
Started work on large control-room-themed randomised room
13 Days Ago
Merge from hlod_tex_sizes
13 Days Ago
Update the LOD baker to apply these sizes
13 Days Ago
Resized all HLOD normals and specular maps from 512 to 128, no visual difference that I can see Should save around 15mb of graphics memory
13 Days Ago
Add a rename dialog to livestock animals, can only be used while the animal is being led
Rin
13 Days Ago
merge from lootcrate_refresh
Rin
13 Days Ago
merge from SAR_LOD_fix
Rin
13 Days Ago
merge from toolgun_LOD_fix
Rin
13 Days Ago
merge from m4_flashlight_laserlight_attachment_fix
Rin
13 Days Ago
merge from minicrossbow_adssfx_fix
Rin
13 Days Ago
merge from spas12_3psfx_fix
Rin
13 Days Ago
merge from supplydrop_LOD_fix
13 Days Ago
Infant animals will now stay close to their mother
13 Days Ago
LIvestock animals now save who their parent is Added CompletePregnancy convar for debugging
13 Days Ago
All stats need to be >50% to allow breeding
13 Days Ago
Add a social stat to livestock - positive if there are 5 animals nearby, negative if there are less than or more than 5 animals nearby Hooked up stats to crosshair display
13 Days Ago
Fixed sizing of stats widget
13 Days Ago
Added pilot flame to 3rd person flamethrower.
13 Days Ago
Livestock animals now sit while pregnant (so it's not just visible via UI) Vitals get frozen so they don't end up starving
13 Days Ago
Merge from unused_assets_tool
13 Days Ago
Fixed some circuit system leaks and oobs
13 Days Ago
Removing/downsizing some big assets that aren't used as far as I can see Also got sidetracked looking through our LOD textures, many are too big: -Deleted explosion_2_high material with associated textures (191mb) -Deleted Temp_AssetStore_Crocodile.fbx (44mb) -Deleted FrontierHatchetBlockout + FrontierHatchetHandWrapBlockout (15mb) -Deleted Landmine.mat + textures (200mb, looks to be a duplicate of Landmine_n material) -Reduced battering ram and catapult LOD3 textures from 1024 -> 128 -Reduced floating city structure LOD textures from 1024 -> 256 -Reduced all floating city LOD textgures from 1024 -> 128 -RHIB lods from 1024 -> 256 -All Hemp LOD textures from 512 -> 256 -Quarry deployable LOD textures 512 -> 128 (although it looks like these LODs aren't even used?) -Pumping station LOD textures 512 -> 256 -Rentable shops LOD textures 1024 -> 256 -Wrecked sedan LOD textures 512 -> 256 -Siege tower LOD materials 2048 -> 256
13 Days Ago
merge from hbhf_flag_fix
13 Days Ago
HBHF sensor tests do not assume the IncludeOthers flag is set by default anymore
13 Days Ago
Restored HBHF sensor IncludeOthers flag (regression from 161268)
13 Days Ago
Fixes for potential entity related crashes Fixed regression with CalcViewModelView due to admire anim fix Make menu state FrameTime use doubles VGUI tweaks * Make Lua panels never overlap main menu (except for modal panels, TBD) * Clientside DrawOverlay is no longer called from menu overlay panel * DrawOverlay and CaptureVideo hooks use pooled strings * DrawOverlay and PostRenderVGUI are now called just before main menu rendering (PostRender still is called after, TBD) * Disable PreRender return value while main menu is open Minor cleanup - give internal GMod panels better names Move PostRender hook slightly earlier to never cover up main menu * Specifically just before rendering the overlay panels/hooks (DrawOverlay/PostDrawVGUI), exactly where ClientMode::PostRender is called
13 Days Ago
Fixed fuel generator aux inputs draining batteries using the downstream demand Added a test
13 Days Ago
merge from main
13 Days Ago
Fixed elevator billing batteries from the wrong slot
13 Days Ago
merge from main
13 Days Ago
merge from testrunner_iterationprefs
13 Days Ago
Force specific playmode iteration editor prefs when running tests in the editor - Make sure no iteration prefs can fuck up the tests - Make sure you enter playmode and run the tests as fast as possible
13 Days Ago
Merge from main
13 Days Ago
Merge from hide_services
13 Days Ago
Converted reactive target
13 Days Ago
Some naming cleanup