156,159 Commits over 4,536 Days - 1.43cph!

14 Minutes Ago
Fix bear flee when target on foundation test failing because the bears goes into chase for one tick before the flee, test can now read the exact fsm transitions and be more accurate
15 Minutes Ago
Add in additional air drops and satellite selection events
19 Minutes Ago
Make the other sandbags non-craftable, only the default sandbag .
36 Minutes Ago
Assign new sandbag placement guides, per level. No longer hide the item being upgraded.
50 Minutes Ago
Removed branching on spot light code for calculating the cone based on the light type
52 Minutes Ago
Give cows avoidance, it was especially ugly when they clipped with each other or the player, which happens a lot because there are often loads of cows in a tight space and they move slowly, also make players collide with cows
56 Minutes Ago
Move planner upgrade code to partial
58 Minutes Ago
Add support for c4/satchels - WIP (throwing animations still look bad) - Generate C4 predicted prefab
1 Hour Ago
Fix tests failing with new navmesh because foundation bake a tiny sliver of navmesh on top of them
1 Hour Ago
added dedicated stacked guides - split up geometry so that the guides can properly stack for the next upgrade.
bot
1 Hour Ago
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1 Hour Ago
Added a bin sphere collision check against spot light cones to further reduce the number of lights per bin
1 Hour Ago
merge from main
2 Hours Ago
Update: StoreBundleTool - fill in image upload logic - changed url format - ran "Update Urls" Tests: ran full Update Urls - manifest grabbing works, but uploading gets stuck
2 Hours Ago
Further placement checks/fixes.
2 Hours Ago
Isolated reapply of "Set new navmesh enabled by default, now needs -useOldNavmesh to disable" for release
3 Hours Ago
merge from sv_god_sync_fix
3 Hours Ago
Added ServerSetGod which modifies the client's god info status and networks it to the player - now that global.god can be called from the server Updated two instances of the server disabling god mode of a player to use this (eg. in the tutorial)
3 Hours Ago
Fix clientLastAttackedTime not being initially set to -infinity which blocked sandbags from being upgraded instantly after placement due to incorrect cooldown. Checks correctly run server-side.
3 Hours Ago
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3 Hours Ago
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3 Hours Ago
Added sphere to bin AABB collision checks to reduce the number of lights per-bin further
3 Hours Ago
Same damaged cooldown logic for upgrading as repairing
3 Hours Ago
Merge from main
4 Hours Ago
Trying out manual clipping boxes for placement meshes to only show the upgrade portions. Works pretty well, but parking it because custom made meshes will still look better.
5 Hours Ago
Hide the existing mesh and only show the upgrade placement guide when placing upgrades, fixes the overlap and looks better. Only hide the visuals, and only clientside, collision etc all remains active.
5 Hours Ago
Updated frog material
5 Hours Ago
merge from apartment_complex_cleanup
5 Hours Ago
Upgrading damaged sandbags doesn't give a free repair to full. Keeps previous health fraction. Convar'd behind ConVar.Server.upgrade_keeps_health because I'm not sure how we wiill want this to play out. Defaults to true for now.
5 Hours Ago
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5 Hours Ago
Upgrading transfers skin to new placement
5 Hours Ago
Initial prototype rework: Removed all the new sockets from sandbags. Use the position/rotation of the sandbag being upgraded instead of calculating it via sockets. Refactor some of the prototype code into functions and only use them in the upgrade paths, so we don't touch regular placement logic anymore. Client now runs the serverside checks too. Refactor UpdateUpgradeTier, and don't run it for everything via FillPlacement. Don't cache incorrect upgrade levels. Remove stack socket placement logic. Fix being able to use any sandbag level to upgrade a sandbag to next level. Use/trust serverside checks/position not client provided. Run all placement checks when upgrading, so upgrades can't clip through stuff. Remove some now unused new find deployable functions.
Today
Applying shelved stacking prototype.
Today
Added some guns to the sell table for testing
Today
Added an auction mechanic to selling animals at the ranch When selling an animal the player will receive an offer of three items, rolled from a set of item min/max bands The player can reject an offer and get a new offer two more times - on the third reject the vendor gets annoyed and won't talk to the player for 15 minutes
Today
Merge from milk_processing
Today
Fixed validation warning
Today
Fixed accidentally deleted crafting tea icon
Today
merge from animation_ik_jobs
Today
slap burst compile attributes on ik modules too
Today
compile fix
Today
merge from animation_ik_jobs
Today
Merge from icon_generator_rework
Today
Alt + Mouse wheel does fine grained zoom control Don't show items with no PropRenderer in the match settings popup Possibly fixed a case where saving would rotate the inspected prop
Today
merge from animation_ik_jobs
Today
bump up max ik distance
Today
fix merge whitespace issues + nuke old comments
Today
Created creamy and milky versions of all pure teas In most cases the creamy version increases the effectivess of a tea and decrease the length (creamy pure ore tea increases ore yield 0.5 -> 0.65 and decreases duration from 30m -> 24m) Milky versions of teas just increase the duration (milky pure ore tea 30m -> 45m) Both versions carry through their calories and hydration values into the tea Some edge cases: pure milky healing tea default is 75hp over 30s, creamy is 97hp over 20s and milky is 112hp over 45s Didn't make creamy version of crafting quality tea, it would result in 100% guaranteed chance of armour slots Placeholder (ish) icons for all of them
Today
Merge from main
Today
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