130,075 Commits over 4,201 Days - 1.29cph!

Yesterday
fix up pt boat 50 cal voice limiting settings
Yesterday
merge from helicopter_flare_balance_pass -> main
Yesterday
Revised changes and clarification for throwing flares from helicopters: - Thrown flares no longer have any effect on homing missile targeting - Flares can now once again be thrown from helicopters (but again, wont do anything) - All player helicopters have flares deployment system (same as previous change) - Hot air balloons (HAB) do not have flare deployment system but can only be targeted when server ConVar "homingMissileTargetsHab" is enabled (unchanged) - HABs can now dodge seeking missile targeting after engine being off for 4 seconds (if convar is enabled), exposed value for configuration - Improved positioning of flare effects for mini and scrappie, added flare status lights on dash for both
Yesterday
Validate inputs to sound.Generate Fixed exit game crash to do with procedural sounds Some minor changes from TF2 SDK * Fixed some theoretical memory leaks with keyvalues * CMDLPanel pose parameter fix (PR from SDK repo) * `firstperson` disables `camortho` (PR) * ESC closes chat box even if the text entry for the message is not focused (PR) Fix unnecessary "Encountered VTF 7.5 IDs" warnings constraint library - rope material shader whitelist changes * Change the rope material shader blacklist to a whitelist (of UnlitGeneric, SplineRope and Cable shaders), and disallow materials that do not exist (!!tested on server!!) Potential crash fixes
Yesterday
Optim: OceanWreckBuoy/-Small skips syncing position if there are no nearby players - set Sync Position to false by default - marking buoys to always interpolate (need to do the same to junkpiles_water) Tests: observed transform in editor from craggy and from nearby. Buoys didn't sink/fly off due to continual interpolation (need to double check what's stopping it)
Yesterday
planner - removed offsets in entity brought in from updates to worldmodel on main (anims still need exporting with updated model imported)
Yesterday
Water treatment box puzzle reset example
Yesterday
Test adding support for box support for puzzle resets - defaults to spheres, can opt into the box shape - still checks by looping through all players, uses an OBB if shape is a box - stores extents and shape in PuzzleReset protobuf
Yesterday
Nevermind: you can use OnDrawGizmos() in PuzzleReset which is always called and filter there
Yesterday
Added worldmodel outline for krieg backpack and scattershot boulder ammo
Yesterday
Add DrawGizmosSelectedProxy so you can see the PuzzleReset gizmo while dragging around the playerDetectionOrigin Transform
Yesterday
Fix not attaching the radiation trigger to the playerDetectionOrigin
Yesterday
Fix compile error
Yesterday
merge from store_fixes
Yesterday
Cherrypick 134076, fixes hero NREs when entering playmode with no domain reload
Yesterday
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Yesterday
Optim: set junkpile_water_a/b/c Sync Position to false It is now script controlled, and having it off by default saves allocating an action per entity Tests: observed transform in editor on craggy at spawn then when close
Yesterday
Fix codegen Fix broken ai mounted weapon controllers
Yesterday
Rear turret Viewmodel test WIP
Yesterday
Optim: junkpile_water_a/b/c replicate positions only if player is in sight - also switched them to the fixed time invoke handler, since their positionsare ran per fixed update Tests: booted craggy, validated they weren't moving while I was on island. Flew close, observed them moving and checked in inspector that values change
Yesterday
Fixed missing fridge power plate in skin viewer, removed the skin viewer bespoke model and use the game model instead
Yesterday
Fixed Owned tag overlapping with header text on skin tiles
Yesterday
More cleanup, dont use the packing queue for reloading
Yesterday
Run ai loop faster
Yesterday
initial setup of rpg7 anims for player update
Yesterday
Update: bring over jarryd's 124139 - BasePlayer.ToggleNetworkPositionTick Slightly different form - lets us save on the IsInvoking lookups, fixed a bug with fixed time callbacks Tests: booted on craggy, pushed a car, observed buoys and junkpile_water movement
Yesterday
Wire up the tooltip text Add some phrases for each of the states Crappy wheel detection, will need changed in future
Yesterday
Items in the cart are now translated correctly
Yesterday
Fix analytics not including monument after server restart - it still was including the name of the SpawnGroups so it was sorta useable - switch from using the PuzzleReset entity to using SpawnGroups
Yesterday
changes on PTBoat single and double turret fire actions
Yesterday
Fix some broken flex stuff in the boat building hud prefab
Yesterday
Rename variables
Yesterday
Make puzle reset radiation bypass armor similar to how oil rig radiation works
Yesterday
Add `Time blocked by radiation` to analytics - fix analytics total time not including time blocked (you could calculate it in analytics but better to report the correct time) - renamed to 'time_blocked_total' so easier to backfill
Yesterday
Fixed placeholder Sail description, also fixed the minigun description typo
Yesterday
Final sans volumes.
Yesterday
Fixed codegen errors. Bunch of uncommited stuff. WIP stuff
Yesterday
boat building ui
Yesterday
Fixed gallery arrow showing up in the soundtrack DLC page
Yesterday
M92 weapon refresh model and wip textures
Yesterday
new boat building requirements ui
Yesterday
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Yesterday
merge from skins_ingameicon
Yesterday
merge from qol_perf_formatting -> main
Yesterday
Set locomotive and workcart canvas LOD component as dynamic
Yesterday
merge from ui_overhead_optims
Yesterday
Missed files
Yesterday
Rename ServersideMountedWeapon to MountedWeapon
Yesterday
- switch performance text to show fps + ping at level 2 & show ping below like before at level 3 - add GPU time to level 6 - rename TicksToNS because it should have been named the inverse - hardcode to 100 since we only use it for TimeSpan ticks, not Stopwatch ticks