147,823 Commits over 4,444 Days - 1.39cph!

26 Minutes Ago
Merge from containerioentity_sorting
43 Minutes Ago
Merge from main
1 Hour Ago
Fixed non local players missing some animations for melee weapons Held Entities with animation sub systems will now receive any signals from the holding player (attack, throw, etc)
1 Hour Ago
Merge from PlayerRigUpdate2
1 Hour Ago
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1 Hour Ago
Updated Facepunch.Steamworks InventoryResult: added GetItems(string[]) overload to fetch specific steam item properties
1 Hour Ago
Fixed animation warnings on torch
1 Hour Ago
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3 Hours Ago
Reset surface.SetAlphaMultiplier every frame start Adjust env_fog_controller blinding check Cleanup cache/workshop/ on dedicated servers Replace empty string with <NO MAP> in windows srcds console * Just so it doesn't look like its bugged Minor fixes for NPC multiplayer support Potential crash fixes Minor cleanups + extra filesystem checks Fixed some issues with HLfaceposer.exe * Fixed a crash, missing textures Build vtf2tga, splitskybox, captioncompiler, elementviewer * There were previously prebuilt only, now we built and ship our own versions * Delete glview.exe as it appears to be some legacy app for Hammer portal viewing?
3 Hours Ago
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4 Hours Ago
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4 Hours Ago
Merge from m16a2
4 Hours Ago
Fix NRE in AutoTurret
4 Hours Ago
high_level_networking_improvements -> main
5 Hours Ago
Mark a few more clan UI methods as UnityEvents
5 Hours Ago
Include the player's inventory in their apartment rent calculations so they can't sleep or stand in their room and store items on themselves to avoid paying extra rent
5 Hours Ago
Add monument type filters to SpawnFilter, add metal detector spawns to lake/canyons/oasis
5 Hours Ago
merge from prototype -> apartment_complex_monument
5 Hours Ago
Save++ Network++
6 Hours Ago
Add EntityRef support to our RPC source generator
6 Hours Ago
Lighting prefab
6 Hours Ago
Merge from prop_assetscene_split
6 Hours Ago
Split the props asset scene into two, one for commonly used prefabs and one for the rest Should help improve load times on most servers with modded maps by cutting down the number of prefabs that load
Merge from m16a2
Update files that are showing as different from main
Merge from m16a2/turret_burstfire
Merge from main
More fixes
Restore missed change in last commit Cache the invoke delegates in AutoTurret.Server
Today
Resolve upkeep terminal in PostServerLoad() instead of inside Load() where the room can load before the upkeep terminal
Restore changes from merge
Today
maintaining gas station spawns better car parts (w mockup prefab)
Today
Update(tests): add TerrainHeightMap unit tests that cover GetHeight + GetNormal and their variants Tests: ran unit tests, some failures are unexpected
Merge from main
Today
Make ElevatorStatic partial
Today
Remove guest functionality of apartments: only have owners and only the owners can open and close the doors - if you want to share apartments with your friends, either be in the room or make a proper base
Fixes for burst firing in turrets, seems to work okay now Add a warning log if the next scheduled firing time in a turret is < the attack cooldown on the attached weapon as this fucked me. Should catch if it still occurs
Today
Add a computer storage entity, spawn it as child. Interface with storage entity for powering up. Added new storage prefab. Codegen
Today
Pool mini game 3p anim update and vm anim set block out
Today
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Add EntityRef SyncVar support
Today
Switch from hardcoded tech trash define to ItemAmount
Today
got ui2 sculpture admin panel working
Today
Manually lowered bear trap bounds and removed the mesh filter from the server trigger. Test passes
Today
MonumentInfo auto fill tweaks
Today
Created all monument info scriptables
Today
Added execute method entrypoints for switching define symbols in order to make sure we can have both SERVER and CLIENT defines before running editor tests. Added modifications to jenkinsfile to use new FPBuild steps and updated fpb-config.json default parameters.
Today
disable hit-guide shadow casting
Today
dev rock mat