138,935 Commits over 4,474 Days - 1.29cph!

14 Minutes Ago
pool table - added guide mesh with balls on it for QoL placement - updated deploy prefab - removed unused / unreferenced old guide prefab
33 Minutes Ago
puzzle test case (cardreader + fuse doesn't reset)
59 Minutes Ago
Bar Stools - Updated colliders, created and setup worldmodel prefabs
1 Hour Ago
pool table - added gibs - updated prefab gibbable
1 Hour Ago
Enable require build priv on pool table pickup
1 Hour Ago
Cow and sheep animation speed updates
2 Hours Ago
Do monument/player build collision check required for hires navmesh, as part as normal geometry collection not another pass
2 Hours Ago
Fixed lighting/camera setup in sculpting dialog
3 Hours Ago
built several electrical puzzles and a kinematic puzzle to test what we have and how to use them
3 Hours Ago
merge from main :)
3 Hours Ago
Fix shields being visible when they shouldnt be + melee throwing bugs
3 Hours Ago
merge from main
3 Hours Ago
making all ladder hatches have unique uv's
3 Hours Ago
Fix rustnav spam " Trying to use new navmesh despite -useNewNavmesh not being set on server boot."
3 Hours Ago
Fix log spam " Trying to use new navmesh despite -useNewNavmesh not being set on server boot."
3 Hours Ago
Manifest, fixes launch issue
3 Hours Ago
Fix new navmesh taking long time to build (regression where it use monument high resolution navmesh on whole map, instead of using low resolution properly)
3 Hours Ago
Fix navmesh building using hiRes (monument) resolution for whole world, regression introduced in 145214
4 Hours Ago
Fix normals in edit mode
4 Hours Ago
corrected edit mode initialization and stopped BindRendererBounds from stomping mbp
4 Hours Ago
Optimize "isBuilt" navmesh checks, log time it took to build navmesh async
4 Hours Ago
Merge from main
4 Hours Ago
center block from sculpture setup data in dialog creation
5 Hours Ago
mbp instead of material instance
5 Hours Ago
Use geo clip terrain normal sampled in vertex shader
Rin
Today
merge from PlayerMaintainedMonuments/powergrid
Rin
Today
Supermarket fridge loot pass s2p
Today
FIxed VineLaunchPoint grid not being picked up by ResetStaticFields codegen
Today
Added IncludeInNavmesh virtual field on TreeEntity False by default, return true on vine swinging trees
Today
Add new packed textures
Today
Tanker module can now accept a different max stack size just for crude - 2000 (but exposed on module for easy changes) Crude is now extracted via a Take button in the vehicle UI, will need to be pressed once for every stack (so if it's full you'll click it 4 times)
Today
Stone sculpture shader rewrite Packed and reduced required textures to 4 Massively reduce samples from ~44 to ~13 (removed blur, combined triplanar samples, packed textures) Use only axis alignment curvature as the most visually consistent Chisel progress is driven by distance from centre Brought back EditMode colours Removed unused shader variants branches Removed redunant parameters and ops
Today
Merge from poncho_fur_fix (used BDU_Shirt.fbx version from this branch, stomping conflicting version on main)
Today
Emulate MaxStackable logic when spawning loot to account for container specific loot limits
Today
Merge from main
Today
Merge from JulQuickfire_balane1
Today
Merge from videoplayer_volume
Today
Merge from lunar_masks_wolf_headress
Today
Merge from main
Today
Fixes
Today
Sheep setup Fixed interact colliders on animals affecting navmesh bakes
Today
Shift up the second hotbar so it matches inventory placement
Today
Setup calf with proper model
Today
Remove r_flashlightscissor (and do it cleanly) * It was already disabled in-engine and was duplicated in model rendering, but did basically nothing if enabled, and was always disabled on game start anyway. Remove FCVAR_ARCHIVE from sv_skyname * Since it is reset on map load every time anyway, even on dedicated servers. Remove r_raindensity (unused) Remove Logitech G15 integration leftovers * We never shipped the .dll for it work, so I think it was always unusable, so just get rid of it entirely. * Removes associated g15 convars Remove HL2 start new game dialog code, more XBox UI stuff * It was already made inaccessible prior, but now removed entirely. Convar adjustments * Made `adsp_debug`, `cl_debugrumble` a cheat, remove archive flag * Added a bunch more archived convars to Lua blocklist * Remove mat_norendering, add descriptions to some other `mat_` convars so they can be found with `find`. Remove HL2 game logo and menu buttons code, console animations Update TTT - Linux font swap Added more FCVAR_Archive cvars to Lua blocklist * Replaced a few ARCHIVE flags with CHEAT flags for debug convars (scene_show* for example) * Removed r_drawvgui, vgui_message_dialog_modal * Removed sv_unlockedchapters, stop reading `scripts/ChapterBackgrounds.txt`
Today
merge from main -> editor_hotbar_swap
Today
merge from fix_instantiate_persistant_setactive -> main
Today
Fix editor printing errors in ItemIcon.OnEnable() and QuickCraft.OnEnable() - caused by an editor optimization to not create copies of single use prefabs (GameUI) - however GameUI is cursed and called SetActive() from inside Awake() which caused OnDisabled() to not be called, causing some of the UI prefabs to get into weird states - kept the optimization but locked it behind an editor pref for now until it can be properly fixed
Today
merge from game_room_dlc
Today
Simplify code
Today
Fix the second hotbar prefab not referencing the main inventory