139,016 Commits over 4,474 Days - 1.29cph!

34 Minutes Ago
Add some basic loot to the new powergrid locked loot room at power plant so there is something there if its part of media capture
1 Hour Ago
Add new big daddy red recycler to power plant with 75% efficiency and 4 sec duration, only usable at highest power stage Green recyclers outside safezones now have a slight nerf to 50% effieciency at power stage 0, restoring to 60% (baseline) at power stage 2 Removed the new green recyclers from outpost Yellow recyclers in safezones remain unchanged S2P all scenes which contain safezone recyclers as recycler type is now set per recycler. All recyclers in safezones should still be yellow
1 Hour Ago
Merge from satellite_crash
1 Hour Ago
Merge from code_clean_up
1 Hour Ago
Remove some dead code
1 Hour Ago
Merge from main/PlayerMaintainedMonuments/powergrid
1 Hour Ago
Put more effort into finding spawn positions for all monuments with the highest priority
2 Hours Ago
update prefab in scene, + airfield S2P
2 Hours Ago
Added first pass of screens to the airfield terminals - conditional contents based on charge - switched Charge variable to syncvar, cleaner and better hooks - added first pass of hook-ups for sounds, when ready - fixed chargeupIO decaying charge code, not a bug but oddly inconsistent - reworked prefab for airfield maintainables, moved everything around according to feedback - added + improved testing convars for the two terminals
2 Hours Ago
More cleaning
5 Hours Ago
Remove cl_drawleaf (unused) * Not to be confused with r_drawleaf More Lua hook related optimizations * Similarly to stopping gamemode hooks from trying pointlessly read returned bool, do the same for SENTs, also fix some sent types not using pooled hook name strings while others do Some clientshadowmgr changes from CS:GO * To hopefully prevent potential crashes
3 Hours Ago
Setup localization for all static text
3 Hours Ago
texture update
3 Hours Ago
rock sculpture cleanup, updated model and materials, fixed scale issue. still needs lods and gibs and larger rock block
3 Hours Ago
Merge from cleani(u)p
3 Hours Ago
Couple null changes
3 Hours Ago
Fixed null check knackering markers
4 Hours Ago
merge from hackweek_sv_pie_menu
4 Hours Ago
No longer allow opening custom pie menus if the inventory is already open
4 Hours Ago
Major cleanup of all UI code
4 Hours Ago
merge from main
4 Hours Ago
wooden loot crate 1 refresh model in, textures in WIP
5 Hours Ago
Last weaks
5 Hours Ago
merge from demos_shadow_fix
5 Hours Ago
Phrases
5 Hours Ago
merge from catapult_reloadtime_nerf
5 Hours Ago
Catapult reload time increased to 6 seconds (was 3)
6 Hours Ago
yup, more fixes
6 Hours Ago
Fix for some shadows not working correctly in demos
6 Hours Ago
More fixes & tweaks
6 Hours Ago
Merge from PlayerMaintainedMonuments/gas_station_car_lift_sounds
6 Hours Ago
car lift sounds :car: :elevator:
Today
More fixes
Today
Fix
Today
control screen mostly done
Today
Fuel / fuel block tweaks
Today
merge from PlayerMaintainedMonuments
Today
merge from gas_station_maintainables
Today
new hit guide fixes - changed depth texture used - small negative scale offset to stop flash of z-fighting on single carve - reduced line distance so it's more consistent with small carve radius - turned off old ripples
Today
Control screen wip
Today
fix car being killed when driving onto ramp adjust carlift health, re-apply immortal protection properties
Setup powerline pole ladder visual to only appear on climbable poles
Today
Rewrite Newtonsoft JSON converts to not use JSON.LINQ (which is what they did in Newtonsoft 8.0.0) - tests pass
Today
merge from PlayerMaintainedMonuments
Today
merge from water_treatment_plant_maintainables
Today
Merge from PlayerMaintainedMonuments
Today
Control screen WIP
Codegen
Today
Update: reimpleemnt whole of CoreCLR's ConcurrentQueue (same as in shipped mscorlib) - added extra telemetry to track segment alloc/retire, general tries, gc activity This time didn't rip out the segment growing logic, and looks like if it safely fits in one segment, it can be consistently used. Going to confirm if extra large segment is enough, then it'll be a viable candidate Tests: ran unit tests and AllocDeallocMTShortLived(32,False) perf test