139,169 Commits over 4,474 Days - 1.30cph!

Today
update from main
Today
refactor + improve turn in place based on feedback. seems mostly stable now. this mainly fixes the weird catch up issues we had when a player turned constantly.
Today
Livestock now gets saved, unlike other AI This has caused massive problems in the past, so yolo I guess FSM isn't saved/restored but we can probably get away with that
Add some basic loot to the new powergrid locked loot room at power plant so there is something there if its part of media capture
Add new big daddy red recycler to power plant with 75% efficiency and 4 sec duration, only usable at highest power stage Green recyclers outside safezones now have a slight nerf to 50% effieciency at power stage 0, restoring to 60% (baseline) at power stage 2 Removed the new green recyclers from outpost Yellow recyclers in safezones remain unchanged S2P all scenes which contain safezone recyclers as recycler type is now set per recycler. All recyclers in safezones should still be yellow
Today
Merge from satellite_crash
Today
Merge from code_clean_up
Today
Remove some dead code
Today
Merge from main/PlayerMaintainedMonuments/powergrid
Today
Put more effort into finding spawn positions for all monuments with the highest priority
Today
update prefab in scene, + airfield S2P
Today
Added first pass of screens to the airfield terminals - conditional contents based on charge - switched Charge variable to syncvar, cleaner and better hooks - added first pass of hook-ups for sounds, when ready - fixed chargeupIO decaying charge code, not a bug but oddly inconsistent - reworked prefab for airfield maintainables, moved everything around according to feedback - added + improved testing convars for the two terminals
Today
More cleaning
Yesterday
Remove cl_drawleaf (unused) * Not to be confused with r_drawleaf More Lua hook related optimizations * Similarly to stopping gamemode hooks from trying pointlessly read returned bool, do the same for SENTs, also fix some sent types not using pooled hook name strings while others do Some clientshadowmgr changes from CS:GO * To hopefully prevent potential crashes
Today
Setup localization for all static text
Today
texture update
Today
rock sculpture cleanup, updated model and materials, fixed scale issue. still needs lods and gibs and larger rock block
Today
Merge from cleani(u)p
Today
Couple null changes
Today
Fixed null check knackering markers
Yesterday
merge from hackweek_sv_pie_menu
Yesterday
No longer allow opening custom pie menus if the inventory is already open
Yesterday
Major cleanup of all UI code
Yesterday
merge from main
Yesterday
wooden loot crate 1 refresh model in, textures in WIP
Yesterday
Last weaks
Yesterday
merge from demos_shadow_fix
Yesterday
Phrases
Yesterday
merge from catapult_reloadtime_nerf
Yesterday
Catapult reload time increased to 6 seconds (was 3)
Yesterday
yup, more fixes
Yesterday
Fix for some shadows not working correctly in demos
Yesterday
More fixes & tweaks
Yesterday
Merge from PlayerMaintainedMonuments/gas_station_car_lift_sounds
Yesterday
car lift sounds :car: :elevator:
Yesterday
More fixes
Yesterday
Fix
Yesterday
control screen mostly done
Yesterday
Fuel / fuel block tweaks
Yesterday
merge from PlayerMaintainedMonuments
Yesterday
merge from gas_station_maintainables
Yesterday
new hit guide fixes - changed depth texture used - small negative scale offset to stop flash of z-fighting on single carve - reduced line distance so it's more consistent with small carve radius - turned off old ripples
Yesterday
Control screen wip
Yesterday
fix car being killed when driving onto ramp adjust carlift health, re-apply immortal protection properties
Yesterday
Setup powerline pole ladder visual to only appear on climbable poles
Yesterday
Rewrite Newtonsoft JSON converts to not use JSON.LINQ (which is what they did in Newtonsoft 8.0.0) - tests pass
Yesterday
merge from PlayerMaintainedMonuments
Yesterday
merge from water_treatment_plant_maintainables
Yesterday
Yesterday
Merge from PlayerMaintainedMonuments