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137,454 Commits over 4,474 Days - 1.28cph!

10 Days Ago
Update(tests): patch DynamicDungeon Tests: TestMTSave(DynamicDungeon)
10 Days Ago
Update(tests): bypass createdObject spawning of DroppedItem in unit tests Tests: TestMTSave(DroppedItem) pass
10 Days Ago
Update(tests): bypass self-destroy of DeepSeaManager if we're in unit testing mode Tests: TestMTSave(DeepSeaManager) pass
10 Days Ago
Update(tests): patch BradleyAPC Tests: TestMTSave(BradleyAPC) pass
10 Days Ago
Update(tests): patch BasicCar Tests: TestMTSave(BasicCar) pass
10 Days Ago
Update(tests): patch BaseProjectile Tests: TestMTSave(BaseProjectile) pass
10 Days Ago
Update(tests): patch BaseGameMode Tests: TestMTSave(BaseGameMode) pass
10 Days Ago
Bugfix(editor): add NRE check for OnValidate of HeldEntity Tests: TestMTSave(BaseFishingRod) pass
10 Days Ago
Added a patrolling state, cycles through some positions and changes walk speed every 10 seconds to demo different speeds
10 Days Ago
Added some placeholder sparks and smoke to the fuel pumps when they are producing oil
Rin
10 Days Ago
merge from hackweek_fuse_icon
10 Days Ago
Fix holes depth target not being assigned for BRP Validation when adding or removing holes to prevent errors
10 Days Ago
UX changes + polish (animations/highlights/better guides)
10 Days Ago
Refactor demo controls styling into uss rather than just inline styling big chunks.
10 Days Ago
Apply the UpdatePlayerPosition/Rotation trick for less laggy transitions
10 Days Ago
merge from main
10 Days Ago
merge from shield anim subsystem
10 Days Ago
merge from main
10 Days Ago
Better subsystem blending values
10 Days Ago
Added a scene view gizmo showing the player model when a Generic Mountable Animation Sub System is selected Matches the existing mountable gizmo behaviour
10 Days Ago
Nuke shield hand entity offset from all held items that had it, it's no longer used, shields just work.
10 Days Ago
- Play a viewmodel hit animation - After hitting the ball keep the player mounted for a few seconds so they can see the result of their shot
10 Days Ago
Clean up old code/states
10 Days Ago
Stop pool mountable dragging you along with the cue ball once you shoot
10 Days Ago
Create a new Player_LowerBody_RootPosition avatar mask, apply to bar stools
10 Days Ago
Actually put the 8 ball in the middle like real pool Cleaner game in progress/leave game logic - makes everything clearer
10 Days Ago
Subtract 157099
10 Days Ago
Fix alt looting from player corpse bags -> player inventory - fixes clothing alt looted from dropped item containers not being worn if you are already wearing clothing - fixes clothing that would be dropped if you have a full inventory by trying to force move the items into the corpse bag first (bypassing the "no item input" manually)
10 Days Ago
Start Singleplayer & Start Multiplayer pool game options - More complex setup for mp game, joining/leaving etc
10 Days Ago
Correct values this time
10 Days Ago
Buff to snow jacket cold and bite protection, now serves a bit more of a purpose in the arctic.
10 Days Ago
main -> game_room_dlc
10 Days Ago
Added option (default disabled for now) to require active powerplant powergrid to powerup satellite control computer (in addition to tech trash)
10 Days Ago
use new RRP/BRP grab pass subshaders for player pixelation
10 Days Ago
Added tooltips to various elements (texts and close button) on cui.cui_test Updated cui.cui_test background image URL to use https
10 Days Ago
merge from main
10 Days Ago
merge from sv_console_history
10 Days Ago
Added caret repositioning support (using left / right arrows) Use Ctrl to jump to the nearest space https://files.facepunch.com/raul/1b1311b1/13_22-33-GrownPortuguesemanofwar.mp4
10 Days Ago
gamesroom jukebox - tidyup folder - full setup jukebox prefab with all the things - merged models to single mesh - removed redundant materials and old model
10 Days Ago
merge from automated_testing
10 Days Ago
only players in the game can reset the board, otherwise you must wait for idle endgame timer
10 Days Ago
darts fixes - fix RPC_UpdateThrowTimer (pretty sure) - fix deploy bounds - fix collider not being representative - include mat in placement guide - remove rotate from placement - set health value - can only palce dartboard on construction - add ground watch - fix look rotation error spam - fix SpawnReticle NRE - fix outofrange exception in 2 player - remove "win game" placeholder effect that was causing crash - adjusted bounds of everything in the prefab
10 Days Ago
New automated test checking all Gibbable components for mesh colliders that are missing RW All pass as expected
10 Days Ago
merge from fix_realmed_remove_warning
10 Days Ago
Fix RealmedRemove warnings on small ramp and advent calendar
10 Days Ago
Update(tests): patch WeaponRack Tests: TestMTSave(WeaponRack) pass
10 Days Ago
Update(tests): patch VendingMachine Tests: TestMTSave(VendingMachine) pass
10 Days Ago
Update(tests): patch VehicleModuleStorage Tests: TestMTSave(VehicleModuleStorage) - pass
10 Days Ago
Update(tests): skip module spawning for VehicleModuleCamper in tests Tests: TestMTSave(VehicleModuleCamper) - pass
10 Days Ago
Update(tests): patch TravelingVendor - skip spawning mapMarker and preventBuilding trigger when testing Tests: TestMTSave(TravelingVendor) - fails on IsGrounded while updating flags