157,873 Commits over 4,566 Days - 1.44cph!

14 Days Ago
Remove paintball gun anims
14 Days Ago
Only use steam queries when we cant find the answer in our cached lookup (stops us flooding the initial network requests)
14 Days Ago
Added subsystems to knives and one handed melee weapons
14 Days Ago
Add possible solution steps to "Failed to init Steamworks" crash Remove half-working spawnmenu-only check from citizen RPG check * In hindsight it wouldn't work with player squads anyway, so just enable all citizens with RPGs to attack gunships, don't try to lock it to spawnmenu-spawned citizens only.
14 Days Ago
Prevented throttled qsteam lookups from dumping alll the previous quick join results when they return. This was causing quick join to populate then empty out at random times
14 Days Ago
Codegen
14 Days Ago
Make sure that disabling room occlusion after enabling it cleans everything up - we want all face definitions to be destroyed after disabling so we can re-initalize everything properly - if initialization fails, only try once instead of getting stuck trying every frame
14 Days Ago
Fix the quick join menu not showing any entries
14 Days Ago
ladder hatch updates
14 Days Ago
merge from reactivetarget_rcturret_fix
14 Days Ago
Fixed remotely controlled turrets not able to hit reactive targets with bows
14 Days Ago
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14 Days Ago
Add achievements for: - Putting a note in another players mailbox - Purchasing from the travelling vendor - Starting a satellite crash event
14 Days Ago
Set all hatchets up with subsystems for better movement in locomotion
14 Days Ago
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14 Days Ago
merge from Frog_Branch
14 Days Ago
merge from Jellyfish_branch
14 Days Ago
merge from jellyfish_movement -> Jellyfish_branch
14 Days Ago
Rollback changes to addon whitelist * It caused issues on Linux builds with addons that use non English characters Add some panel related hacks to account for community made addons Port some color conversion implementations from x86-64/csgo Set _rt_ResolvedFullFrameDepth to RGBA8888 on Linux 32-bit * So it doesn't crash on launch. Needs investigating further. Enable override of suit/health charger entities & combine mines Add possible solution steps to "Failed to init Steamworks" crash
14 Days Ago
merge from machete refresh
14 Days Ago
merge from Livestock_animals
14 Days Ago
alien costume description
14 Days Ago
Add base occlusion to runtime profiling so we can monitor how much main thread time it spends on room occlusion per frame
14 Days Ago
Set _rt_ResolvedFullFrameDepth to RGBA8888 on Linux 32-bit * So it doesn't crash on launch. Needs investigating further. Enable override of suit/health charger entities & combine mines
14 Days Ago
Optim: have HttpImage unload their images when store tabs are hidden Need to go through all the screens and verify they get unloaded correctly Tests: inspected general tab's grid contents while being ingame and toggling menu
14 Days Ago
big gross protection overlay debug renderfeature in RRP, signifantly nicer than running around with ddraw
14 Days Ago
Improve the warning if the spatial network grid IDs will overlap the reserved room ids - change the encoding from hardcoded values to constants (confirmed behavior is identical)
14 Days Ago
protection setup on rocks and foundations
14 Days Ago
deformation protection - pre-baked static protection from topology and spawned rocks - entity-provided protection from foundations
14 Days Ago
Rollback format change to _rt_ResolvedFullFrameDepth * This is a temporary test
14 Days Ago
Make room network group IDs static similar to the other reserved values instead of instance field - first 1024 IDs are for global groups - last 6.5M IDs reserved for base occlusion
14 Days Ago
Merge from distance2d_fix
14 Days Ago
holster update
14 Days Ago
Skip the Y component subtract in Vector3Ex.Distance2D
14 Days Ago
flexbox_outofrange_nre -> main
14 Days Ago
armoured ladder hatch gibs
14 Days Ago
Fix Flexbox Out of Range error
14 Days Ago
Port some color conversion implementations from x86-64/csgo
14 Days Ago
Merge from distance2d_fix
14 Days Ago
Update: HttpImage - rewrite rate limiter to control concurrent loads - conotrlled by store.HttpImageConcurrentLoadingLimit (def 50) Dunno if placebo, but the small general tab hitch feels smaller (but still there) Tests: navigated across store
14 Days Ago
Merge from sandbag_barricade_variants
14 Days Ago
- Fix Distance2D methods in BaseEntity returning 3D rather than 2D distance. Replace usages of these with the 3D distance to not change previous behaviour, all look like they work well enough despite having used 3D distance all along - Change Distance2D in Vector3Ex to return Magnitude2D of both vectors rather than the 3D distance calculation with discarded Y components. Remove the "replace this" comment
14 Days Ago
Cleaned up entity face registeration so only BaseEntity calls RoomOcclusionManager.OnFacesRefreshed(entity) - used to subscribe to both DecayEntity and BuildingBlock so it could work on doors & building blocks - get rid of needing to register all faces explicitly in SaveRestore & copy paste
14 Days Ago
wip test fixes
14 Days Ago
merge from painting_fixes
14 Days Ago
Update doors to only call into base occlusion when their open/closed state is changed (via flags) instead of needing to remember 3x different places it called into base occlusion
14 Days Ago
Add a neutral light option in the painting ui, accessible behind a convar `paint.neutralLighting` - only works with rrp enabled - overrides all light settings to a neutral studio light so current scene lighting conditions do not affect the preview object
14 Days Ago
Updating frog rig skinning
14 Days Ago
Add achievement for distance travelled via vine swinging Add dictionary for lifestory generic stats for faster setting and value lookup Make genericStatKey on LifeInfographicStat non serialized as it's only ever set at runtime