160,870 Commits over 4,566 Days - 1.47cph!

Yesterday
small games wooden table; - texture polish
Yesterday
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Yesterday
Try to fix a weird infinite loop with 32bit VPC on Linux
Yesterday
Optimised RendererGroup invalidation, only the combined mesh holding the block is switched back to separate renderers Editor profiling, walking around the same big base: slowest LOD switch ~2.5ms -> ~1ms
Yesterday
merge from held_item_fixes
Yesterday
Compile fix
Yesterday
fix weapons aim while holding items and turning + melee head wobble when jogging. (move more code to HasHeldItemAnimations to work with subsystem held items)
Yesterday
fix predict turn feet yaw being completely wrong in rowboats, use raw aim yaw instead.
Yesterday
merge from fix_packet_capture_rustrelay -> main
Yesterday
Fix packet capture writing packets sent to rust relay - intended to only capture player-facing traffic - can use convar `packet_capture_rust_relay` to enable capturing rust relay if you really want
Yesterday
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Yesterday
Fix edge links which have identical distances flipping based on what was placed first - make the tiebreak use the lower network ID so tests don't have to wonder about this small inconsistency
Yesterday
sprinkler_color_fix -> main
Yesterday
Fix radwater sprinklers spraying clear water for a moment when switched on Sprinkler now gets its container to adopt it before its On flag is networked, so the rad effect shows from the first frame
Yesterday
Delete vpk_osx32 Linux build fixes * Don't build datamodel for 64bit dedicated servers (unused) * Fixed compile error on Linux64 introduced by recent StudioMDL changes * Fixed Linux64 client trying to build for 32bit and failing * Move Linux64 binaries into a subfolder to match x86-64 * Remove "64" suffix from Linux64 .so files * More of the client builds StudioMDL Linux build progress * StudioMDL builds, runs and can build models on Linux (64bit) * The only caveat is that I have to comment some unfixed/unported stuff for it to work properly (TODO) Fixed a crash with Vehicle:SetWheelFriction
Yesterday
Use a sparse grid for CullWhenInside so foundations changing only queues nearby bushes into the work queue Add some pool analyzer attributes
Yesterday
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Yesterday
Updated icon meta for garage door, box and charm (broke during merge i suppose)
Yesterday
Premium Warhead Box - Added WIP conditional meshes for adaptors
Yesterday
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Yesterday
Reset the flag when pooled, doesnt seem to cause issues but good practice
Yesterday
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Yesterday
merge from ugc_censor_option -> main
Yesterday
fix compile error
Yesterday
merge from demoui2_fixes
Yesterday
Set timeout for uploads of signs to 10s
Yesterday
Merge from main
Yesterday
Fixes from API changes - max amount of uploads queued to 1k - include server ip & port in JSON body instead of headers - update endpoint
Yesterday
Building blocks, workbenches, planters, container io entities now also override IsEntityDynamic to false so things attached to them can be static Also update dynamic state when the ancestor parent changes (could cause issues when for example a storage adaptor is parented to a box which then gets parented to a boat, but the adaptor wouldn't know)
Yesterday
merge from batch_all_packets -> main
Yesterday
merge from batch_all_packets -> main
Yesterday
Match network to main (since it will be increased during staging wipe)
Yesterday
Enable jakes dynamic_occlusion_pausing by default again Possibly fix the "door stuck half open after alt tabbing" issue that caused us to revert it last time
Yesterday
merge from demoui2_fixes
Yesterday
fix physical cam
Yesterday
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Yesterday
Fix after merge
Yesterday
Fixed batch groups staying unbatched for good when their rebuild got cancelled by another change in the same cell
Yesterday
Fixed LODs being worked out from the camera position before a respawn or CCTV switch (regression from 169523)
Yesterday
merge from main -> ugc_censor_option
Yesterday
update from main
Yesterday
merge from main -> batch_all_packets
Yesterday
Cut offset distance customisation.
Yesterday
Add a saw model prefab. Bunch of fixes/improvements
Yesterday
Tiny polishy fixes to lamphouse light damage stages
Yesterday
Ensure rad water sprinklers turn on the right color initially
Yesterday
exported wip 3p uzi animations
Yesterday
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Yesterday
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Yesterday
Floor rules