137,923 Commits over 4,474 Days - 1.28cph!

5 Hours Ago
Update animations to fix up some timing issues and functionality
5 Hours Ago
merge from healthbars_fill
5 Hours Ago
Changed health bars to use filled image instead of scaled rects Fixes bluriness and artifact at low ui scale
6 Hours Ago
Updating flare rig
6 Hours Ago
square hatch icon
6 Hours Ago
update from main
6 Hours Ago
Restore old UI under `demo.legacyui` cvar, allow multiple animation clips on one track with cross blending, switch UI toggle key to tab.
Today
merge from ores_block_safezones
Today
Added spawn.ore_map Renders a PNG of every spawned ore nodes location
Today
Block ore nodes and woodpiles from spawning in safe zones
Multiple fixes to ensure Pooltable will run at low FPS: - Allow table itself to run its own substeps on top of ian physics engine. This will allow the table to be able to catch up even when ran at very low FPS (MaxCatchUpTicks) - Just use the client determinisim rather than snapping mid shot - should prevent balls teleporting around - Use doubles rather than floats in some places
Today
Merge from main
Today
Rock Sculpture - shader updates and fixes
- Players currently registered to play can clean the existing pool table match - Players with building priv can clear the existing pool table match - Anyone can clear the match provided there has been no shots taken for 3 minutes (convar'd)
Today
changed some blockers to be of the smaller barricade size now that it's available to place
Today
refactored save/load commands to be serverside operations
Today
Changed to using the global shader maximum LOD for ignoring GrabPasses to set if that works when switching to RRP
Today
merge from main
Today
merge from skinviewer_smallbackpack
Today
Added small backpack to the skin viewer
Today
Setting up entity for weapon refresh m92
Today
Update: cache Time values into ThreadSafeTime so we can avoid unity api calls - replaced Time.frameCount read in BaseNetworkable BaseNetworkable can now save, now the rest of BaseEntity Tests: ran TestMTSave(BaseEntity) - still fails, but now further
Today
re-order autosave tick to avoid touching native data while a job is using it
Today
kick off carving physics bake straight away so it's less likely to block the mainthread in the next frame
Today
New(tests): BaseNetworkableTests.TestMTSave - saves each subclass of BaseNetworkable twice on thread pool, compares results Tests: ran all 644 cases, all fail, picks up scripting API asserts as hoped
Today
merge from gameui_navigation_fixes
Today
Reordered the gameui navigation to fix muscle memory, crafting button is back on the right Inventory button moves around to replace the opened menu button
Today
M92 3p reload animation update
Today
turned the pedestal back on
Today
Moved the loot from the airfield control tower to another tower in the monument to clear the way for PMM mechanic airfield s2p
Today
Puppets, demo player clothing + position overrides.
Today
Remove chat message when renting a room (that was placeholder, it's only supposed to be in the NPC dialog)
Today
merge from fix_progress_bar_persist -> main
Today
Fix break-in progress bar not being hidden if you unequip the master key while breaking in - still needed to have master key equipped when the break-in finishes
Today
merge from fix_progress_bar_persist -> main
Today
Fix progress bar not being hidden when disconnecting from the server by canceling it on disconnect - causes the break-in progress bar to remain stuck on screen (other ones too tbf)
Today
Lighting progress
Today
merge from fix_apartment_hostile_warning_flicker -> main
Today
Add shot director mode, basically the same as demo1 ui camera recording
Today
Fix the "holster your weapon" warning showing when leaving your apartment room for a short duration - give an extra 1s after their weapon is holstered before showing the warning
Today
hook up demo2 UI to the game
Today
merge from fix_ent_kill_position -> main
Today
Show position and network ID when entity commands are used (example: ent kill)
Today
merge from fix_apartment_bag_limit -> main
Today
Set apartment beds to not count towards bag limit - not a big deal since you can only have a single apartment on the map
Today
Add support for certain sleeping bags to not count towards bag limit
Today
merge from delete_timed_lock -> main
Today
Added null check when searching identified ddraw objects to mark them as cleared Merge from hackweek_parented_ddraw
Today
Remove timed lock code as it didn't end up being used for apartments (for accessing security guard room for 5m)
Today
merge from hackweek_parented_ddraw