130,279 Commits over 4,201 Days - 1.29cph!

Yesterday
merge from main
Yesterday
Store drone accessible state on the map marker
Yesterday
Added a setting in the editor prefs to disable tests list export when entering play mode Disabled by default
Yesterday
Merge from main
Yesterday
Subtract 135187 (revert water jump out height to 13)
Yesterday
TestTrees cleanup
Yesterday
Align the sort settings to the top of the loot panel for large containers, the bottom for small
Yesterday
ttk convars
Yesterday
Cleanup, fix errors
Yesterday
Cleaned up client/server ores tests Added comments
Yesterday
Merge from box_sorting_ui
Yesterday
merge from puzzle_reset_changes -> main
Yesterday
Minor cleanups * Remove dummy functions in CLuaGameSystem Remove obsolete/undocumented/useless panel types from vgui.Create * Also duplicate entries for RichText and SpawnIcon Fixed asset://mapimage/ using wrong mime type Fixed a exit game crash to do with multirun * GrabSourceMutex calls CloseHandle, but doesn't reset the variable to NULL Fix potential issues with networking code * Investigating "GetEntServerClass failed" error
Yesterday
Add radiation to launch puzzle reset S2P
Yesterday
Move trainyard puzzle reset on top of the puzzle room (only half covered it?) Add radiation to trainyard puzzle S2P
Yesterday
Add radiation to dome puzzle S2P
Yesterday
Shifted puzzle reset so it covered the entire sewer branch puzzle Add radiation S2P
Yesterday
Fixed item test RPC factory
Yesterday
Fixed NRE when spawning auto NPC turret ent without their targetTrigger set Fixed NRE when spawning legacy shelter
Yesterday
FindBaseCombatEntityPrefabs exclude prefabs with CannotBeCreated tag Assigned the CannotBeCreated tag to cartable base prefab
Yesterday
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Yesterday
Add radiation to satellite Shrunk puzzle reset to the keycard room: covered the entire monument S2P
Yesterday
Shrunk radtown puzzle reset range and centered on the building: it was huge Enabled radiation S2P
Yesterday
Add radiation to power plant main puzzle building S2P
Yesterday
Updating meta data for v4 update anims
Yesterday
Enable radiation on NMS S2P
Yesterday
Try merging two existing puzzle resets into the larger one so we only have a single RadiationTrigger in the monument - remove PuzzleReset generator that had no IO connections - move it's SpawnGroups over to the other PuzzleReset Enable radiation on the new single puzzle reset S2P
Yesterday
Skip spawning Xmas event gifts to debug.invis players
Yesterday
Add radiation to harbor 2 keycard room S2P
Yesterday
Compile fix, third times the charm
Yesterday
Add radiation to harbor 1 keycard room S2P
Yesterday
Move ferry terminal puzzle reset over to the puzzle room because it was on the wrong side of the monument Enable radiation on the ferry terminal keycard room S2P
Yesterday
Don't spawn eggs/candy for debug.invis players during seasonal events
Yesterday
Enable radiation on airfield puzzle room S2P
Yesterday
Compile fix again
Yesterday
horseriding - updated anim settings
Yesterday
jackhamer - set to use custom spine & added values
Yesterday
Compile fix
Yesterday
Moved all test runner convars to DEBUG only
Yesterday
- Save drone accessibility state to the vending machine flags - Recalculate if any physics neighbours change
Yesterday
Update: ISubscriberStrategy.GatherSubscriptions outputs whether it has fully or partially gathered subscriptions - all existing implementations report "full" gathers This feeds into whether we'll stop running UpdateSubscriptions or not. Will use this to throttle-and-prioritize cell streaming to spectators Tests: editor compiles
Yesterday
sound changes on 50cal PT boat guns
Yesterday
including water depth in shallow water velocity scaling
Yesterday
Make sure the shore vector array is not filled with NaN values when water system is null
Yesterday
Actually we can't use ResetStaticFields here, its in a DEBUG define Added the ResetStaticFields method in TestRunner.cs
Yesterday
merge from puzzle_reset_changes -> main
Yesterday
ResetStaticFields on TestRunner
Yesterday
Jump improvements: - Setup ladder triggers around junkpiles to make jump ups easier - Add kinematic rigidbodies to junkpiles (better collision detection) - Boyancy point improvements
Yesterday
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Yesterday
Adding m92 refresh viewmodel rig