130,791 Commits over 4,232 Days - 1.29cph!

11 Months Ago
able to switch tool into a smoothing mode with shift+rmb to smooth out the sculpture (desturctively) - hit guide changes colour and taost appears with current state - fixed issue where blurring was setting boundary values to true and causing holes to appear in the mesh
11 Months Ago
Added a detail layer property section to each of the blend shaders
11 Months Ago
Waterlogged methods cleanup Tweaked ballista waterlogged point
11 Months Ago
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11 Months Ago
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11 Months Ago
Hackfix: skip bootstrap smoke test at the start - Key here is skipping error logs, since they trigger test failures. Right now we build this weird mutant executable, and it tries to run server-side smoke test despite being on client. It emits an error, that we can't suppress that early, and which tips over the tests. I'll need to fix this properly once I got better build pipeline control. Tests: ran LoadProcTest - it passed (though it's mostly a dummy test)
11 Months Ago
- Removed doubled stats prefab - More logging - Setup feed object parent
11 Months Ago
Added placeholder damaget to battering ram mats. Added damage script to entity. Added glass decals back.
11 Months Ago
enabled damage layer on all siege tower materials with detailLayer
11 Months Ago
Buildfix: added missing namespace qualifier Tests: none, trivial change
11 Months Ago
Stop NRE on clearing feed
11 Months Ago
Get admin panel stats instance properly
12 Months Ago
adding damaged materials for the ram shell
12 Months Ago
Bugfix: resolve location of asset bundles when running standalone perf test - Also symlinking server bundles instead of client, for now Tests: ran the LoadProcTest, no more logs of failing to open bundles
12 Months Ago
ram bucket texture upres - 1k feels a tad lowres for a focal point object
12 Months Ago
fixed incorrect material definition on battering ram rear door LOD2
12 Months Ago
merge from creativemode_io_text
12 Months Ago
Only show the creative mode text when a pending wire is active
12 Months Ago
added ability to alter carve radius while carving with shift+scroll (can also use the convar directly) for quicker large changes and finer control
12 Months Ago
icreased grid resolution further
12 Months Ago
Added a creative mode text in the IO hud UI when wiring stuff with creativemode.unlimitedio enabled
12 Months Ago
Added placeholder damage and damage script to catapult
12 Months Ago
Merge: from main Tests: none (big merge, going to fix any issues in follow up commits)
12 Months Ago
Bunch of compile fixes
12 Months Ago
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12 Months Ago
merge from teslacoil_tweaks
12 Months Ago
Reduced tesla coil power usage by increasing their damage so they need less power to kill (35 power -> 25 power)
12 Months Ago
merge from main
12 Months Ago
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12 Months Ago
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12 Months Ago
Fixed battering ram door wheels culling, set to isDynamic
12 Months Ago
Rename the radio socket gameobject names to lower case to possibly fix pooling mismatch
12 Months Ago
fixed entity bounds on ice sculpture
12 Months Ago
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12 Months Ago
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12 Months Ago
meta changes on some collider meshes
12 Months Ago
manifest update
12 Months Ago
Committing walkway changes to switch branch
12 Months Ago
merge from wolf-sound-tweaks
12 Months Ago
roof conditionals colliders and then some
12 Months Ago
Re-enable deployment checks
12 Months Ago
Merge from io_infinite_power
12 Months Ago
ioentity.infinitepower is now replicated Added a warning to the IO entity info panel when looking at an IO entity if infinite power is enabled
12 Months Ago
Merge from io_infinite_power
12 Months Ago
None compile fix
12 Months Ago
Added IOEntity.infinitepower Powers all player placed electrical IO entities on a server when enabled without needing power sources Likely has some per entity edge cases, already fixes electric furnaces
12 Months Ago
Merge from launcher reload bug
12 Months Ago
Applied fixed timing to dragon rocket launcher
12 Months Ago
Adjusted rocket launcher reload time to 5.8s, was 6s This isn't an actual buff as you cannot reload faster than the animation, the animation was 5.8s so there was a 0.2s window where you could trigger a reload again while the reload was still taking place on the server This resulted in the reload finishing and the ammunition on the client getting refreshed, but at that point the player was stuck in another 5.8s animation before they could fire again Added a right click context option (Print Reload time) to BaseProjectile that looks at the viewmodel animator and calculates how long the reload anim is (taking into account speed modifiers which were being used in this case)