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155,018 Commits over 4,536 Days - 1.42cph!

2 Months Ago
gamesroom shotgun trap - icon updated - prefab updated
2 Months Ago
gamesroom shotgun trap - visual magazine reloading setup - textures updated - game model updated
3 Months Ago
merge from hackweek_parented_ddraw/identifiers
3 Months Ago
merge from hackweek_parented_ddraw/text_ztest
3 Months Ago
Powerplant player states. Various related fixes and improvements. File cleanup.
3 Months Ago
merge from fix_apartment_hostile_warning_flicker -> main
3 Months Ago
More fixes for the hostile warning - don't count up weapon draw duration while they have the CombatZone flag (as the client won't know to holster their weapon until metabolism clears the flag) - fix MarkWeaponDrawDuration() rounding down the newDuration but not oldDuration when checking if it needs to send an update
3 Months Ago
merge from main -> fix_apartment_hostile_warning_flicker
3 Months Ago
merge from apartment_break_in_sound -> main
3 Months Ago
Fix compile error
3 Months Ago
Merge from main
3 Months Ago
Cow will now run if the player it's following gets too far away
3 Months Ago
Reserialize the break in sound as it didn't have a sound class assigned which was throwing NREs
3 Months Ago
Play the break-in key jingling sound when the break-in is happening - set flag on the door when break-in is active - client plays the sound
3 Months Ago
Assign the sound effect to the apartment door prefabs
3 Months Ago
merge from main
3 Months Ago
Fix outpost bag called "Compound" instead of "Outpost" in softcore
3 Months Ago
merge from fix_softcore_outpost_bag_name -> main
3 Months Ago
merge from fix_item_ownership_bugs -> main
3 Months Ago
Fix item ownership not applying when looting an NPC's corpse that has despawned into a body bag before being looted - add `npccorpsedepspawn` convar to make it easier to test NPC corpse bags - apply item ownership inside body bag if the steam ID is an NPC
3 Months Ago
Inspection room greybox progress Added additional rooms and corridor connections
3 Months Ago
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3 Months Ago
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3 Months Ago
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3 Months Ago
merge from PlayerMaintainedMonuments
3 Months Ago
merge from airfield_maintainable_features
3 Months Ago
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3 Months Ago
added maintainables to scene + S2P
3 Months Ago
fixed up prefabs moved maintainables into proper place in monument (WIP placement)
3 Months Ago
Fix item ownership not applying to items looted from containers if a player partially loots it then the loot refreshes afterwards - avoids guns and armor very rarely appearing on servers with no ownership
3 Months Ago
Print errors in the rust editor when RealmedRemove detects an object in "doNotRemoveFromClient" that isn't parented to the same object and therefore won't be protected from removal - show in editor instead of automated tests so these are noticed during development instead of needing to wait for it to be merged to staging
3 Months Ago
merge from fix_realmed_remove_warning -> main
3 Months Ago
merge from fix_apartment_loot_hallway -> main
3 Months Ago
Merge from PlayerMaintainedMonuments/powergrid
3 Months Ago
3 Months Ago
Merge from PlayerMaintainedMonuments
3 Months Ago
Editor OnValidate error log if LodComponent is unassigned on MonumentBlocker
3 Months Ago
gamesroom shotgun trap - textured updated - game model updated
3 Months Ago
Fix issues with barrel blockers preventing play mode when they are in the scene
3 Months Ago
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3 Months Ago
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3 Months Ago
merge from PlayerMaintainedMonuments
3 Months Ago
Merge from PlayerMaintainedMonuments
3 Months Ago
Manifest
3 Months Ago
Fix borked proto merge, run codegen, now compiles
3 Months Ago
Player enabled FX.
3 Months Ago
keyboard prefab setup updates
3 Months Ago
Update: ensure BaseEntities with networkEntityScale can be saved in MT - added GetLocalScaleMT + unit tests - increased TestMTSave(BaseEntity) coverage Tests: ran unit tests - 219 pass/425 fail
3 Months Ago
Bugfix(tests): rewrite test proto comparison to use serialized buffers Was naive to hope NUnit would fall back to reflection-based Equals for objects. Tests: ran TestMTSave(BaseEntity) - it passes (though there's 1 branch that's not covered, gotta fix)