198,687 Commits over 4,140 Days - 2.00cph!

10 Months Ago
Fixed deuteranopia typo Adjusted default deuteranopia values based on feedback
10 Months Ago
Merge from main
10 Months Ago
Closed up holes at the back near the sides on the armoured cockpit
10 Months Ago
Fixed Patrol Heli tracer visibility.
10 Months Ago
Update manifest, fixes revolver not loading
10 Months Ago
Fixed small holes in armoured cockpit colliders at the front
10 Months Ago
LOD tweaks FX iteration
10 Months Ago
world_update_2 -> Aux2
10 Months Ago
world_update_2/waterwell_update -> world_update_2
10 Months Ago
Added static respawning planters to new Water Wells.
10 Months Ago
Updated the mesh sampling system on the spraycan free spray to find and use a valid wallpaper renderer, fixes free hand sprays appearing below wallpapers
10 Months Ago
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10 Months Ago
Respawning Static Planters ~ Added ConVar to adjust the extra favourable gene chance. Better system for informing the static planter when plants die Set respawn check to 30 seconds
10 Months Ago
Parent merge
10 Months Ago
Merge from main
10 Months Ago
Missed FBX
10 Months Ago
Tiny material fix to two jungle ruin pieces. Added ziggurat blockout to get that task started.
10 Months Ago
Fuzzed the backend/origin of the side blast flipbook.
10 Months Ago
Fixed HCR attack prefab reference. Iterated on attack.
10 Months Ago
Fixed wanted poster assign UI NRE
10 Months Ago
Ensured soil saturation stays at maximum throughout growth cycle Overall quality artificially set
10 Months Ago
frontier wall updates
10 Months Ago
Remove old dead AI code, hook up some events in preparation for NPCs being able to react to bullets impact near them or flying past them
10 Months Ago
Fixed DropEntityIfHeld affecting all players holding anything Implements `CHL2_Player::ForceDropOfCarriedPhysObjects`'s argument to actually work Also now affects Physics Gun, for consistency with other such functions. it is now an alias of `Entity:ForcePlayerDrop()`, and is deprecated in favor of it. Fixed Close Caption HUD being disabled by sethudvisibility input Update .gitignore Fix MatSelect erroring on select if not given a convar Added MatSelect.OnSelect and OnRightClick Improvements to PropSelect to match MatSelect Implement Panel:Clear Added OnSelect hook Added OnRightClick hook Fixed errors when not given a convar Added FindModelByValue Added SelectModel
10 Months Ago
Added system to mark growable entities as god - this ensure they always calulate max quality on all stats Applied to plants inside static planter
10 Months Ago
Dont try to Free a list that doesn't exist
10 Months Ago
Added an optimised way to check if a static planter box is empty
11 Months Ago
merge from digitalclock (new sounds)
11 Months Ago
merge from frontier_hazmzat_cloth_fixes
11 Months Ago
Statically spawned planter boxes will now generate genes with a weight towards the positive, rather than completely random
11 Months Ago
Buildfix: invalid macro scope Tests: built in none mode - passed
11 Months Ago
adjusted frontier_hazmats BC MaxOriginDeltas to roughly enclose character - massively helps cloth resolve when mounting and stops odd behaviour at high noclip speeds
11 Months Ago
BurstCloth Stability - made max origin delta configurable (default value is the same as the old hardcoded one) - origin and simspace deltas accumulated and cleared when sim job is scheduled, this was the main cause of most small explosions in cloth behaviour
11 Months Ago
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11 Months Ago
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11 Months Ago
Update: Allow control for individual log type level - dev level works as before by overwriting all of log type levels This will help avoid flooding logs in specific scenarios. To be fully complete it needs to be extracted and consolidated in it's own utility. Tests: changed logs on a procedural map - saw log types cut off/appear in the stream
11 Months Ago
merge from dpv_fixes
11 Months Ago
Don't show monument block radius for DPV
11 Months Ago
Update: Temp logging of geiger counter equip events Tests: local session
11 Months Ago
Optim: defer boxing when calling LogEntry Reduces the overhead of logging a smidge when we won't be emitting any logs due to debug level. Tests: ran local session, logs still there
11 Months Ago
Update: Converting custom combat logs to use LogEntry Tests: local session, checked that collisions generated hurt logs
11 Months Ago
Update: minor log format changes to help with searchability By wrapping the category in it'll be easier to do simple searches without hitting popular words (like Spawn) Tests: ran locally
11 Months Ago
Clean: Making frequent logs less spammy in normal detail mode - Bradley velocity report is removed (as it didn't add much value) - Network update logs moved to highest detail level, 3 Otherwise, it floods the output too much, making it hard to parse logs Tests: ran locally, checked logs are less spammy
11 Months Ago
tweaked hatchet cloth settings for better stabilitity - upped damping and constraint iterations
11 Months Ago
Added last of LODs to jungle ruin walls kit.
11 Months Ago
Bugfix: Fix logging name frequently missing a NetID It was possible to generate and cache name too early Tests: local editor session, observed that same game object's identity updated properly
11 Months Ago
Update: When logging emit an instance ID Without it can be hard to aggregate logs per game object Tests: ran in editor
11 Months Ago
Fixed static planter now actually spawns the random selection of plants. Spawn positions are now cached in the editor instead of at runtime
11 Months Ago
Added a command to generate the grid with custom size and spacing values NRE fixes
11 Months Ago
Added an alternative dryfire rate so that the dryfire animation can be played faster than the fire rate on slow firing weapons Set to 0.2 on the revolver