141,495 Commits over 4,383 Days - 1.35cph!

10 Months Ago
Update: projectile-entity test now covers more internal code - cleaned dead code - not sure I'll need it in the future, so to the grave it goes Tests: ran the unit tests
10 Months Ago
Add: new Projectile vs world base entity tests Tests: ran the unit tests
10 Months Ago
merge from party_system -> main
10 Months Ago
Add leave party button
10 Months Ago
fix missing shader input on scene load
10 Months Ago
merge from party_system -> main
10 Months Ago
Fix scientists still reacting too fast, especially when seeing player through pixel gaps for a microsecond
10 Months Ago
shadow map cheapification
10 Months Ago
First pass on generating cfg/serverdefault.cfg on server startup. This is considerably bigger than serverauto.cfg so some more changes may need to be made
10 Months Ago
Some .FBX.meta I didn't catch because they were uppercase
10 Months Ago
Fix legacy hooks for entity iterators feeding entities to the callback Minor cleanups in gl_util.cpp Merge Pull Requests * Remove duplicate "Black and White" color modify preset (Community Contribution) * Use player.iterator over player.GetAll in some base game functions (Community Contribution)
10 Months Ago
Add some sanity checks for malformed models that could crash the game (to do w/ textures) Improve V49 model support for VRAD static props -allowdynamicpropsasstatic also allows props without $staticprop VRAD static prop lightmaps respects skins (crash fix as well) + sanity checks for model loading Fixed an issue with format strings
10 Months Ago
Revert even more .fbx.meta and .mat files to the state they have on /main
10 Months Ago
Merge Pull Requests * Remove duplicate "Black and White" color modify preset (Community Contribution) * Use player.iterator over player.GetAll in some base game functions (Community Contribution)
10 Months Ago
Subtract all .mat changes to investigate artifacting issues
10 Months Ago
Subtract all .fbx.meta changes to investigate artifacting issues
10 Months Ago
Merge from parent
10 Months Ago
Merge from m ain
10 Months Ago
Deployables can now be deployed on boats at sea
10 Months Ago
Merge from placement_improvements
10 Months Ago
Fixed crash issues with VPC.exe on windows Carefully updating win32 side of VPC scripts Update windows built scripts a bit Minor cleanups in gl_util.cpp VPC Cleanups
10 Months Ago
Minor VPC cleanups More VPC Cleanups
10 Months Ago
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10 Months Ago
Construction setup. Block fixes.
10 Months Ago
Fixed InstancedDebugDraw instance and command buffers initially bound to zero
10 Months Ago
Fix peripheral vision being too strong in combat
10 Months Ago
Reduce scientist health
10 Months Ago
Merge: from autoturret_optim - Fix to auto turret not responding to shots outside of firing arc - Fix to turret not reacting to shots if it got depowered then powered up again - Fix to turret snapping to hostiles outside of it's default firing arc when powering up Tests: shot it, ran around and powered it up and down using infiniteiopower in various combinations
10 Months Ago
Bugfix: prevent turret snapping to a hostile outside of the default firing arc when powering up Tests: while hostile, depowered turret, got behind it and powered it up - it didn't snap on me until I shot it again
10 Months Ago
Bugfix: reset turret's cached visibility when unsetting the target This could cause the turret to think it doesn't have a target, yet has a visible target(unpowering the turret would cause this, for example). It prevents damage reaction. Tests: while the turret was aiming at me, disabled io power cheat. re-enabled - now responds to shots. Spotted another bug though
10 Months Ago
use soft mask instead of uigradient because its poopie
10 Months Ago
Bugfix: turret will respond to sneak attacks - takes 3 seconds to drop aggro that forces aiming Spotted another bug - target and targetVisible can desync Tests: spawned a turret, snuck behind, powered up, shot at it - it rotated
10 Months Ago
Linking Graffiti pack and video on medieval
10 Months Ago
Nicer fade ramp on store items
10 Months Ago
Change overlay base to use new sliced downwards gradient
10 Months Ago
More store views
10 Months Ago
trying out lerp transition again
10 Months Ago
Merge: from main
10 Months Ago
Increase reaction time, reduce damage, simplify accuracy formula
10 Months Ago
Prevent sun banding at twilight.
10 Months Ago
Have scientists always be surprised when first hearing or being hurt by a player
10 Months Ago
Preventt scientists from looking at bullet impact instead of bullet origin, even if the bullet origin is out of hearing range
10 Months Ago
configurable horizon buffer
10 Months Ago
Fix scientists being able to shoot through solid colliders when hearing the player
10 Months Ago
trawler ship hull material vcol blends progress, more uving
10 Months Ago
Even more store work
10 Months Ago
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10 Months Ago
10 Months Ago
performance tuning, cleanup
10 Months Ago
snap_deployables -> main