141,109 Commits over 4,505 Days - 1.31cph!

3 Days Ago
Update: integrate TLSTest into client bootstrap and server boot routines - copied over linux rustnative.so, to be tested Temp measure to test standalone builds Tests: booted both bootstrap and craggy in win editor - saw output (disabled in client, enabled in server)
3 Days Ago
triangulated wood armour gloves fbx file.
3 Days Ago
building blocks test
3 Days Ago
Merge: from main
3 Days Ago
Codegen
3 Days Ago
merge from main
3 Days Ago
Added SocketMod_LevelPlacement, added to animal fence/gate
3 Days Ago
merge from main
3 Days Ago
merge from DeepSeaTreasure_rw_fix
3 Days Ago
Enable Read/Write on primativelootbox_gibs
3 Days Ago
More prefab setup/cleanup
3 Days Ago
Merge from main
3 Days Ago
Merge from main
3 Days Ago
Merge from main
3 Days Ago
Started work on large control-room-themed randomised room
3 Days Ago
Merge from hlod_tex_sizes
3 Days Ago
Update the LOD baker to apply these sizes
3 Days Ago
Resized all HLOD normals and specular maps from 512 to 128, no visual difference that I can see Should save around 15mb of graphics memory
3 Days Ago
Add a rename dialog to livestock animals, can only be used while the animal is being led
Rin
3 Days Ago
merge from lootcrate_refresh
Rin
3 Days Ago
merge from SAR_LOD_fix
Rin
3 Days Ago
merge from toolgun_LOD_fix
Rin
3 Days Ago
merge from m4_flashlight_laserlight_attachment_fix
Rin
3 Days Ago
merge from minicrossbow_adssfx_fix
Rin
3 Days Ago
merge from spas12_3psfx_fix
Rin
3 Days Ago
merge from supplydrop_LOD_fix
3 Days Ago
Infant animals will now stay close to their mother
3 Days Ago
LIvestock animals now save who their parent is Added CompletePregnancy convar for debugging
3 Days Ago
All stats need to be >50% to allow breeding
3 Days Ago
Add a social stat to livestock - positive if there are 5 animals nearby, negative if there are less than or more than 5 animals nearby Hooked up stats to crosshair display
3 Days Ago
Fixed sizing of stats widget
3 Days Ago
Added pilot flame to 3rd person flamethrower.
3 Days Ago
Livestock animals now sit while pregnant (so it's not just visible via UI) Vitals get frozen so they don't end up starving
3 Days Ago
Merge from unused_assets_tool
3 Days Ago
Fixed some circuit system leaks and oobs
3 Days Ago
Removing/downsizing some big assets that aren't used as far as I can see Also got sidetracked looking through our LOD textures, many are too big: -Deleted explosion_2_high material with associated textures (191mb) -Deleted Temp_AssetStore_Crocodile.fbx (44mb) -Deleted FrontierHatchetBlockout + FrontierHatchetHandWrapBlockout (15mb) -Deleted Landmine.mat + textures (200mb, looks to be a duplicate of Landmine_n material) -Reduced battering ram and catapult LOD3 textures from 1024 -> 128 -Reduced floating city structure LOD textures from 1024 -> 256 -Reduced all floating city LOD textgures from 1024 -> 128 -RHIB lods from 1024 -> 256 -All Hemp LOD textures from 512 -> 256 -Quarry deployable LOD textures 512 -> 128 (although it looks like these LODs aren't even used?) -Pumping station LOD textures 512 -> 256 -Rentable shops LOD textures 1024 -> 256 -Wrecked sedan LOD textures 512 -> 256 -Siege tower LOD materials 2048 -> 256
3 Days Ago
merge from hbhf_flag_fix
3 Days Ago
HBHF sensor tests do not assume the IncludeOthers flag is set by default anymore
3 Days Ago
Restored HBHF sensor IncludeOthers flag (regression from 161268)
3 Days Ago
Fixes for potential entity related crashes Fixed regression with CalcViewModelView due to admire anim fix Make menu state FrameTime use doubles VGUI tweaks * Make Lua panels never overlap main menu (except for modal panels, TBD) * Clientside DrawOverlay is no longer called from menu overlay panel * DrawOverlay and CaptureVideo hooks use pooled strings * DrawOverlay and PostRenderVGUI are now called just before main menu rendering (PostRender still is called after, TBD) * Disable PreRender return value while main menu is open Minor cleanup - give internal GMod panels better names Move PostRender hook slightly earlier to never cover up main menu * Specifically just before rendering the overlay panels/hooks (DrawOverlay/PostDrawVGUI), exactly where ClientMode::PostRender is called
3 Days Ago
Fixed fuel generator aux inputs draining batteries using the downstream demand Added a test
3 Days Ago
merge from main
3 Days Ago
Fixed elevator billing batteries from the wrong slot
3 Days Ago
merge from main
3 Days Ago
merge from testrunner_iterationprefs
3 Days Ago
Force specific playmode iteration editor prefs when running tests in the editor - Make sure no iteration prefs can fuck up the tests - Make sure you enter playmode and run the tests as fast as possible
3 Days Ago
Merge from main
3 Days Ago
Merge from hide_services
3 Days Ago
Converted reactive target
3 Days Ago
Some naming cleanup