135,038 Commits over 4,293 Days - 1.31cph!

3 Days Ago
Ensure 50 cal turrets start with max ammo
3 Days Ago
rhib_passenger_light_fix -> main
3 Days Ago
NRE fix
3 Days Ago
Add a few new inputs to prop_vehicle_jeep (Jalopy version) * DisableRadarDetectEnemies * EnableHazardLights * DisableHazardLights * NoHazardLights key value * Added "Has Gun" keyvalue to jeep in Hammer * Removed non existent "HUD Locator Precache" spawnflag from Jeep in Hammer Use FGD files * Fixed prop_vehicle_jeep having static prop key values that are not applicable to it * Added some descriptions here and there, where there were previously none * Deduplicated some key value definitions, such as skin and fade distance stuff Added new spawnflag for func_tracktrain - GoldSrc rotation Make plastic materials emit some particles on bullet hit * Affects props like the blue barrel, Lamarr cage, etc.
3 Days Ago
Ensure only drivers can toggle RHIB lights
3 Days Ago
WIP Painting Line draw tool
3 Days Ago
Update: PersistentObjectWorkQueue now gathers a bit more telemetry - also fixes a potential bug with stale data uploading to our backend (another case in ObjectQueue) There's a bug with it being desynced with the rest of the data (it's called last, but in reality is current), will fix later Tests: none, not done yet
3 Days Ago
Paintable Reactive Target - Updated texture size down from 4K to 2K
3 Days Ago
merge from main/naval_update
3 Days Ago
Increase RADAR_CONTACT_TYPE_BITS from 3 to 4 (for sign bit)
3 Days Ago
Try setting ruin door to world layer to fix navmesh bug
3 Days Ago
Paintable Reactive Target - Fixed and improved paintability, cleaned up meshes, updated textures and shaders, updated gibs, simple collisions for static parts, rendered icon and ran icon manifest.
3 Days Ago
merge from deployer_vm_3p_fix
3 Days Ago
Fix building plan appearing untextured in 3rd person when deploying certain items generic_deploy now uses the same setup / viewmodel as the regular planner
3 Days Ago
Reimplement deep water checks in batched buoyancy
3 Days Ago
boat_planner_new_icons -> main
3 Days Ago
Add Lewis's new icons for Boat Building Parts: - Low Wall Barrier - Low Cannon Wall - Low Wall
3 Days Ago
Add "enabled" key to util.GetSunInfo Try to fix IMaterial:GetShader on Linux SRCDS * By storing the shader name on the material, instead of relying on the shader system on dedicated server
3 Days Ago
more prefab setup
3 Days Ago
Fixed boat building planner worldmodel showing regular planner on LOD1 and LOD2
3 Days Ago
Update: runtime_profiler - track pre_lateupdate times It's a category with a bunch of unity internal work that can take a non-trivial amount of time. Should make it easier to identify source of degradation. Tests: dryrun of analytics in editor with runtime_profiling 1
3 Days Ago
main -> naval_update
3 Days Ago
deepsea_disable_drone -> main
3 Days Ago
Stop players from being able to attempt to buy from vending machines in the Deepsea This was allowed before - resulting in drones getting stuck at the border
3 Days Ago
Fix island scientists roaming into the water, make sure to use world space position not navmesh space, fix bug where navmesh space was used to check if a position was inside a world volume
3 Days Ago
Remove Physics Projectile layer from all parenting triggers on all ghostship variants Was causing thrown grenades and C4 to freak out
3 Days Ago
Ornate Frame Setup
3 Days Ago
added metal box corpse
3 Days Ago
worldmodel, projectile and entity prefab set up
3 Days Ago
Merge: from useplayertasks_removegroupoccludee_nre - Bugfix: patch exception from double add of occlusion group member. OcclusionValidateGroups to validate if groups are correct Tests: various 2p scenarios - being close, far, outside of range, teleports
3 Days Ago
Update: add OcclusionValidateGroups servervar - also replaced the conditional log with a logerror, to make sure we spot it - codegen Couldn't reproduce the issue locally, so I'm missing something, including whether it was a false-positive or not. This should help check every bad case and confirm whether the issue is legit or not Tests: used the command in a couple scenarios - players close, players far, players outside of network range, with invis on/off
3 Days Ago
merge from naval_update
3 Days Ago
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3 Days Ago
Fix scientists sometimes failing to find any good patrol destination and despawning, they will now allow partial paths
3 Days Ago
merge from SmallRamp_Deploy
3 Days Ago
Anchor load fix
3 Days Ago
boatai_cleartarget_fix -> main
3 Days Ago
Fix second entry point for a recursive AI state in OnTargetClaimAvailable Fully rely on PursuePlayer to do a sucessful switch over of target/state logic.
3 Days Ago
Update: replace throw with a devbuild-conditional error log This is a cirtical code path, so we can't interrupt it or we'll corrupt global state. Think I see where the problem is coming from, will attempt to fix next Tests: none, trivial change
3 Days Ago
Initial viewmodel setup - viewmodel prefab updated - anim events added - ironsights re-positioned - rig (with hands) re-exported - anims re-exported at origin
3 Days Ago
Fix pool leak in TimedExplosive
3 Days Ago
Merge: from main
3 Days Ago
boatai_clartarget_fix -> main
3 Days Ago
Only let the claimant boat give up the target. Behaviour isn't as good but prevents the recursive nature of forwarding claims.
3 Days Ago
removed unused bakelod material
3 Days Ago
updated materials with spec removed bakelod textures again removed metallic again
3 Days Ago
last change didn't agree with material change - fixed missing spec textures
3 Days Ago
sks world model update - no longer uses bakelod and bakelod textures - removed bakelod textures and materials - textures now spec/gloss workflow instead of metallic - removed old metallic texture sets & updated materials
3 Days Ago
vineswing anims exported/added to player aniamtion controller for player rig v4
3 Days Ago
merge from main