156,504 Commits over 4,536 Days - 1.44cph!

13 Minutes Ago
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21 Minutes Ago
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47 Minutes Ago
Add another state ping pong test
1 Hour Ago
Fix pregnant cow ping ponging between curious follow and play random anim
2 Hours Ago
More durable fix for skateboard cow
2 Hours Ago
Fix inbred and non-inbred cow appearances being swapped (for real this time), non-inbread seems much darker on whole body though
3 Hours Ago
Another iteration on avoidance, bad perf but looks good so we'll optimize from there
4 Hours Ago
Fix some non-deterministic tests sometimes failing, remove super long tests from CI
4 Hours Ago
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4 Hours Ago
More comments improved
5 Hours Ago
merge from skinviewer_hands_fix
5 Hours Ago
Fixed hands disappearing from the skin viewer when inspecting the viewmodel (hands are now out of the vm prefab and instantiated, they needed their layer swapped to UI)
5 Hours Ago
Adding LODs for the biofuel generator
5 Hours Ago
Better comments
5 Hours Ago
Add more entities to Lua override-able list * filter_activator_context, game_player_equip, trigger_push, ambient_generic Fix double notifications when hitting Sandbox vehicle limit Updated a whole bunch of built-in spawnicons * About 600 of them * Touches some PHX props, a few HL2 props, most of the TF2 props in the default spawnlist Update default spawnlists * Rearranges some stuff to better group similar items Update TF2 weapons spawnlist Slightly adjust L4D1 and Portal spawnlists Added more allowed entity overrides * item_battery, item_healthkit, item_suit, item_longjump * func_pushable, func_healthcharger, func_recharge * Half-Life: Source ammo entities * weaponbox, speaker Added Satchel entities to override whitelist + func_tankmortar
5 Hours Ago
merge from base_occlusion -> main
5 Hours Ago
Fix compile error (even though it's editor only it still can mess up editor if it switches realms)
5 Hours Ago
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5 Hours Ago
Item schema generation collects bundles
5 Hours Ago
merge from base_occlusion -> main
5 Hours Ago
Fix formatting of Visibility.cs
6 Hours Ago
Adjustment so that respawnable fridges can have a new "first" looter when the items are respawned
6 Hours Ago
Merge from main
6 Hours Ago
Merge from livestock_sheep_shearing
6 Hours Ago
- Medical tool setup - Global mask support
6 Hours Ago
merge from main -> base_occlusion
6 Hours Ago
fixes to ladder hatches , still need to sort armored triangle icon, render scene images
6 Hours Ago
Add mask support for grenades
Today
Various sheep shearing fixes: - Fleece no longer disappears after a server restart - Shearing no longer counts as a shot hit or goes through the combat path - Thrown knives wound instead of shearing - Four quarters pay exactly the authored wool amount - Timers that ran out during a save now fire on load, so sheep and cows cannot get stuck - Wool counts as a harvest and overflows into the backpack - Fur bake only runs on models labelled Fleece and re-runs when its version changes - Debug shave scan compiles out of fur materials that do not use it - Regenerated the manifest, livestock prefabs are back - Tests updated for wild sheep rule, plus new tests for all of the above
Today
Fix room export tool not writing to the temp directory in the editor
Today
Redesign livestock popup UI so that it's more consistent with plant popup UI
Today
Mark the room exporter (base -> JSON) as editor only - used so we can run tests on bases without having to spawn the entire base (which is slow)
Fuseboxes now show the worldmodel for whatever the currently inserted item is They now show a heavy fuse if one is inserted rather than a regular fuse
Today
merge from render_pipeline_testing
Today
avoid atmosphere volume NRE
Today
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Today
- unique subsystems for water pistol and keycard - deleted holdtypes for them as not needed
Forgot to push localization changes
Today
Disable TCs from room occlusion - if you hide the TC from the client then you don't know if your authed on the base - re-enable later once we move auth networking out of the TC itself (we could only network to players authed but then we still need to know if a TC is attached to a building)
muzzle_flash_optimisations -> main
Today
Fix line endings
Today
Save and restore item positions when creating or deploying loadouts
Today
merge from render_pipeline_testing
Today
More cleanup
Today
Codegen again
Today
Codegen
Today
Set room occlusion and the admin bypass for it to be saved in editor - avoid us having to keep turning it on & disable the admin bypass every time we enter play mode but keep the feature disabled by default in standalone builds
Today
Add support for convars to only be saved in the editor
Today
Connect sheep coat material parameters and genes
Today
Sheep anim update and adding new eat animations