143,762 Commits over 4,413 Days - 1.36cph!

2 Months Ago
merge from boxes_dlc
2 Months Ago
merge from boxes_resource_refactor missing commit message: "refactored box resources for better GC and consistency over network save/load"
2 Months Ago
Add command to refresh server list manually (for testing download)
2 Months Ago
Fix seed not being applied to weather preset selection/order correctly
2 Months Ago
Clean: simplify TestNoClipConsistency unit test Tests: ran updated unit test
2 Months Ago
merge from main
2 Months Ago
Swap logic check round for the cache isOn
2 Months Ago
Try/Catch instead of just rawdogging it
2 Months Ago
- Grab banned servers only when cache is set to false - Seperate banned servers into its own class seperate from the manifest - Wire a nice await before refreshing currently opened brwoser into the server browser page
2 Months Ago
culling mode set to animate all on salvaged axe viewmodel prefab
2 Months Ago
Fix missing compression headers from ServerList HttpClient - allows serverlist to download in gzip as intended
2 Months Ago
Fix animals and naval scientists only fleeing or being passive
2 Months Ago
Created a small physics engine for Pool - Uses ball and line intersection - Cheap - Data based structure so we can thread it/run on native Still lots to implement. Working proof of concept
2 Months Ago
Fix path not logging to vddraw, fix animals always fleeing
2 Months Ago
Phrase update
2 Months Ago
removed TriggerWakeAIZ, made gizmos less obnoxious, just use player querygrid directly instead of connections
2 Months Ago
Merge: from spectate_stay_after_dc - Bugfix for disconnecting players staying standing with UsePlayerUpdateJobs 2 Tests: spectated disconnecting server
2 Months Ago
Bugfix: ServerOcclusionParallel(Jobs 2) - when spectator is hovering in a net group cell, use that cell's occlusion group As the spectated player disconnected, we would stop populating the occlusion results cache, thus leaving spectator in a frozen-world state Tests: on craggy with Jobs 2 - spectated a player that disconnected, was able to see them sleep. Did same from outside network range.
2 Months Ago
Fix animals running in circles
2 Months Ago
Fixed some potential crashes Clear _rt_Camera texture to black on disconnect Clear water reflection/refraction textures when unused Ship fixed door models * Door03_Slotted - fixed skins not working, fixed opening animations not always playing correctly, added ep1 hardware type, fixed pushbar lighting * Door03 (Ep1) - added rusted texture skin from Door01 (fits the window cutout) * Door01 - added ep1 hardware type, fixed pushbar lighting Ship fixed Skin13 & 14 for doors * Fixed handlebar textures for both Merge PR: Toolgun trace not hitting parented props re-fix Fixed a crash to do with HTLV Fix potential crash issue with rope rendering Implement pistol empty holster * Fixes the model having empty and non empty holster anim being tied to the same activity Remove the while loop from DModelPanel render * Added surface.GetScissorRect (Faster than surface.GetPanelPaintState) - returns enabled, left, top, right, bottom Merged Pull Requests * weapon_fists sets damage position * Make closedcaptions fonts anti aliased Fix missing font CloseCaption_Small Implement vendor specific shadow depth format test for Intel Allow solid triggers to touch triggers * Allows loose weapons and ammo entities touch remove/teleport triggers, etc. Unhide r_particle_timescale Make effects.BubbleTrail not turn start/end pos into mins/maxs Add a temp hack for missing surface.GetScissorRect
2 Months Ago
Fixed artifacts caused by dithered objects being rendered in front on subsurface scattering type objects
2 Months Ago
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2 Months Ago
replace procedural creation of TriggerWakeAIZ in dungeons with WakeAIZ
2 Months Ago
Revert 144931, use "Armor" everywhere in the store page instead. Thought "Armour" was the US spelling US English is supposed to be the default (I'll add UK english at some point ok)
2 Months Ago
Armor -> Armour in the storage box store page pack description
2 Months Ago
Skin pass for snow jacket
2 Months Ago
replacing train tunnel prefabs TriggerWakeAIZ
2 Months Ago
merge from main
2 Months Ago
merge from main
2 Months Ago
merge from storepage_boxes
2 Months Ago
Added pack to storage section
2 Months Ago
Merge from PlayerRigUpdate2
2 Months Ago
Skin pass for hide pants
2 Months Ago
Model changes and prefab light set dressing for kiosk D
2 Months Ago
Fix compile errors from merge
2 Months Ago
Pack showcase media
2 Months Ago
merge from boxes_dlc
2 Months Ago
replaced all TriggerWakeAIZ in all monuments and ran s2p - train tunnels still left - airfield - artic_research_base - bandit_town - compund - desert_military_base a/b/c/d - excavator - military_tunnel - oilrig / oilrig_small - trainyard
2 Months Ago
remove debug logs
2 Months Ago
merge from boxes_open_access
2 Months Ago
Fixed pivot on rentable shop F. First pass proper art for rentable shop D (still WIP as are the others)
2 Months Ago
also copy sleep delay and zones in tool
2 Months Ago
quick tool to convert TriggerWakeAIZ with a button - also made it so BaseEditorExAttribute can invoke a method for isTrue/isFalse instead of just reading fields/properties
2 Months Ago
Pack showcase wip
2 Months Ago
Merge: from main
2 Months Ago
Bugfix: uncomment tickState caching Left it commented because I thought it would help with unit test validation, but it's completelly unrelated to my unit tests. Tests: on Craggy tried to sprint with UsePlayerUpdateJobs 0
2 Months Ago
Fixed slot machine not animating with Indirect Instancing
2 Months Ago
merge from storepage_boxes
2 Months Ago
Revert EditorSettings