129,910 Commits over 4,201 Days - 1.29cph!

9 Minutes Ago
merge from guide_materials_tweaks
12 Minutes Ago
tweaked guide material settings further
54 Minutes Ago
Added prevent movement volumes to the small ramp to stop players falling through
3 Hours Ago
Merge from hackweek_boxsorting
3 Hours Ago
More sorting fixes Apply a 1s delay to all sorting after a container is marked dirty, if a container is marked dirty again in that window restart the timer. This prevents sorting running every time an item is moved if a player is hover looting a container
4 Hours Ago
Sorting should preserve positions of objects that are considered equal by the selected sorting mode (eg. sort by count, can now swap around all the 1x stacks while keeping the >x1 stacks in order) Added a passthrough to the storage adaptor Storage adaptor now requires 1 power (won't require power to use industrial transfers, only for sorting)
4 Hours Ago
Merge from main
4 Hours Ago
Flatten small displacements Fix displacement origin calculation Increase grass displacement factor Clean up and restructure for performance testing
5 Hours Ago
Include all prefabs under Assets/Scenes/Prefabs in the props asset scene for custom maps to use
5 Hours Ago
Merge from puzzle_reset_changes
5 Hours Ago
Build fix
5 Hours Ago
Merge from puzzle_reset_changes (only enabled on water treatment plant for testing)
5 Hours Ago
Merge from server_history_dns
5 Hours Ago
Codegen
5 Hours Ago
Merge from main
5 Hours Ago
Fix history DNS resolutions not refreshing without a client restart
5 Hours Ago
S2P water treatment plant
5 Hours Ago
Automatically migrate servers from steam's server history to favorites.cfg if they have a DNS endpoint configured
5 Hours Ago
Don't tick puzzle reset times at all until a player enters range when a reset is using the radiation system Prevents random monuments becoming irradiated if no player has entered them Once a player enters a reset range at all the timer will start, cannot be stopped from that point
5 Hours Ago
More WIP: - Mostly working apart from some ghosting (wrong update loop) - Setup standard system for mounted weapon viewmodels - Setup world model disable system with turrets - Setup offsets - MountedTurretViewmodel
6 Hours Ago
Added a new TwoTierRadiation volume, comes in Sphere and Box variants Use this on PuzzleReset, simplifies a bunch of code and gets us the behaviour we want
Today
Strip LOD component from fridge power plate in skin viewer
Today
merge from store_fixes
Metal mask LODs
Today
merge from qol_backpack_gather -> main
Today
Allow items picked up off ground to go into backpack when inventory is full - applies to both normal items and keycards
Today
merge from main -> qol_backpack_gather
Today
Adjusted the recttransform so the sort settings prefab can be edited in place
Today
Merge from hackweek_boxsorting
Today
Merge from hackweek_boxsorting
Today
Properly fixed pooling on sorting settings
Makeshift Hazmat LODs + bakeLODs
Today
Shrunk airfield puzzle reset slightly and enabled radiation on puzzle reset S2P
Today
Shrink power plant main reset from 40m -> 25m Enable radiation on main building
Today
pt boat 50cal local voice limit range tweak
Today
fix up pt boat 50 cal voice limiting settings
Today
merge from helicopter_flare_balance_pass -> main
Today
Revised changes and clarification for throwing flares from helicopters: - Thrown flares no longer have any effect on homing missile targeting - Flares can now once again be thrown from helicopters (but again, wont do anything) - All player helicopters have flares deployment system (same as previous change) - Hot air balloons (HAB) do not have flare deployment system but can only be targeted when server ConVar "homingMissileTargetsHab" is enabled (unchanged) - HABs can now dodge seeking missile targeting after engine being off for 4 seconds (if convar is enabled), exposed value for configuration - Improved positioning of flare effects for mini and scrappie, added flare status lights on dash for both
Today
Validate inputs to sound.Generate Fixed exit game crash to do with procedural sounds Some minor changes from TF2 SDK * Fixed some theoretical memory leaks with keyvalues * CMDLPanel pose parameter fix (PR from SDK repo) * `firstperson` disables `camortho` (PR) * ESC closes chat box even if the text entry for the message is not focused (PR) Fix unnecessary "Encountered VTF 7.5 IDs" warnings constraint library - rope material shader whitelist changes * Change the rope material shader blacklist to a whitelist (of UnlitGeneric, SplineRope and Cable shaders), and disallow materials that do not exist (!!tested on server!!) Potential crash fixes
Today
Optim: OceanWreckBuoy/-Small skips syncing position if there are no nearby players - set Sync Position to false by default - marking buoys to always interpolate (need to do the same to junkpiles_water) Tests: observed transform in editor from craggy and from nearby. Buoys didn't sink/fly off due to continual interpolation (need to double check what's stopping it)
Today
planner - removed offsets in entity brought in from updates to worldmodel on main (anims still need exporting with updated model imported)
Today
Water treatment box puzzle reset example
Today
Test adding support for box support for puzzle resets - defaults to spheres, can opt into the box shape - still checks by looping through all players, uses an OBB if shape is a box - stores extents and shape in PuzzleReset protobuf
Today
Nevermind: you can use OnDrawGizmos() in PuzzleReset which is always called and filter there
Today
Added worldmodel outline for krieg backpack and scattershot boulder ammo
Today
Add DrawGizmosSelectedProxy so you can see the PuzzleReset gizmo while dragging around the playerDetectionOrigin Transform
Today
Fix not attaching the radiation trigger to the playerDetectionOrigin
Today
Fix compile error
Today
merge from store_fixes