129,991 Commits over 4,201 Days - 1.29cph!

14 Minutes Ago
Moved all test runner convars to DEBUG only
21 Minutes Ago
- Save drone accessibility state to the vending machine flags - Recalculate if any physics neighbours change
25 Minutes Ago
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
29 Minutes Ago
sound changes on 50cal PT boat guns
31 Minutes Ago
including water depth in shallow water velocity scaling
31 Minutes Ago
Make sure the shore vector array is not filled with NaN values when water system is null
32 Minutes Ago
Actually we can't use ResetStaticFields here, its in a DEBUG define Added the ResetStaticFields method in TestRunner.cs
32 Minutes Ago
merge from puzzle_reset_changes -> main
33 Minutes Ago
ResetStaticFields on TestRunner
49 Minutes Ago
Jump improvements: - Setup ladder triggers around junkpiles to make jump ups easier - Add kinematic rigidbodies to junkpiles (better collision detection) - Boyancy point improvements
59 Minutes Ago
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1 Hour Ago
Adding m92 refresh viewmodel rig
1 Hour Ago
Merge from parent
1 Hour Ago
Merge from volume_checks
1 Hour Ago
Merge from volume_checks
1 Hour Ago
Make radiation sphere outer range gizmo yellow so it's a bit more clear which puzzles have radiation at a glance
1 Hour Ago
Add `drawpuzzleresets` convar so you can ddraw the puzzle resets & radiation ranges at runtime - will only show to admins who are inside the reset ranges - will update every 10s, based off puzzle reset code
1 Hour Ago
Remove debug drawing
1 Hour Ago
Setup remaining blocks
1 Hour Ago
Updated folder paths, updated test list
1 Hour Ago
merge from cargoship_cameras
1 Hour Ago
Update network groups of cargo cameras inside the main cargoship movement update Fixes an issue where they stop working after cargo left its original spawn position
1 Hour Ago
Renamed Tests folder to AutomatedTests
1 Hour Ago
Wrapped all the test code in #if DEBUG
1 Hour Ago
DDraw .meta files
1 Hour Ago
Merge: from networkpositiontick_reduce - Optim: buoys, containers, water-junkpiles and vines no longer always replicate their position. Reduces number of NetworkPositionTick invokes from 2309 down to 522 on 4.5k map Tests: interacted with each prefab type, observed up close and from afar
1 Hour Ago
Update: codegen Tests: editor compiles
1 Hour Ago
Merge: from main
2 Hours Ago
Cherrypick DDrawCommand from naval update
2 Hours Ago
merge from main
2 Hours Ago
Loot Panel sorting ui
2 Hours Ago
merge from boat_building
3 Hours Ago
exported updated 3p chainsaw anims, also setup chainsaw entity to use r prop and removed offsets translation/rotations from the lods
3 Hours Ago
merge from naval_update
3 Hours Ago
merge from deepsea_height_data
3 Hours Ago
Bugfix: profile.CountSyncMoveEntities - check if invoke handlers are not instantiated - Also add a total count Tests: used it while swinging from vines
3 Hours Ago
undid temporary boat code, now using heightmap queries regularly
3 Hours Ago
simple deepsea/mainland heightmap query split (5th iteration of it) - currently limited to positional queries, normalized coord queries map directly to mainland data still - also fixed issue with deepsea shorevectors where they weren't being rotated into worldspace properly and still pointed in localspace directions
3 Hours Ago
rebaked tropical scene shore data to include heightmaps
3 Hours Ago
Optim: VineSwingMountable no longer syncs positions by default Should save another 0.7ms Tests: Swung across multiple vines in playground_vineswinging, descended on one to ground
3 Hours Ago
Fix exec command attributes, add `bot.exec_command_all` to execute commands on all bots.
3 Hours Ago
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3 Hours Ago
Add `bot.exec_command` and `bot.exec_command_sphere` to execute commands on bots.
4 Hours Ago
Knight Armour vest and pants repose.
4 Hours Ago
More setup and experimenting.
4 Hours Ago
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5 Hours Ago
Fixed FindPrefabPathsByLabel returning assets that contained the target label ("BaseVehicle" was returning assets with "BaseVehicleSeat" for example)
5 Hours Ago
correcting for height data normalization, denormalize with baked info and renormalize to current world size on application - lets us be consistent with how we interpret height data betweek deepsea and mainland
5 Hours Ago
Missed some floating walkway commits
5 Hours Ago
Fixed glass mesh layer (transparent > world)