130,686 Commits over 4,232 Days - 1.29cph!

8 Days Ago
merge from qol_backpack_gather -> main
8 Days Ago
Allow items picked up off ground to go into backpack when inventory is full - applies to both normal items and keycards
8 Days Ago
merge from main -> qol_backpack_gather
8 Days Ago
Adjusted the recttransform so the sort settings prefab can be edited in place
8 Days Ago
Merge from hackweek_boxsorting
8 Days Ago
Merge from hackweek_boxsorting
8 Days Ago
Properly fixed pooling on sorting settings
8 Days Ago
Makeshift Hazmat LODs + bakeLODs
8 Days Ago
Shrunk airfield puzzle reset slightly and enabled radiation on puzzle reset S2P
8 Days Ago
Shrink power plant main reset from 40m -> 25m Enable radiation on main building
8 Days Ago
pt boat 50cal local voice limit range tweak
8 Days Ago
fix up pt boat 50 cal voice limiting settings
9 Days Ago
merge from helicopter_flare_balance_pass -> main
9 Days Ago
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
9 Days Ago
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
9 Days Ago
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)
9 Days Ago
planner - removed offsets in entity brought in from updates to worldmodel on main (anims still need exporting with updated model imported)
9 Days Ago
Water treatment box puzzle reset example
9 Days Ago
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
9 Days Ago
Nevermind: you can use OnDrawGizmos() in PuzzleReset which is always called and filter there
9 Days Ago
Added worldmodel outline for krieg backpack and scattershot boulder ammo
9 Days Ago
Add DrawGizmosSelectedProxy so you can see the PuzzleReset gizmo while dragging around the playerDetectionOrigin Transform
9 Days Ago
Fix not attaching the radiation trigger to the playerDetectionOrigin
9 Days Ago
Fix compile error
9 Days Ago
9 Days Ago
merge from store_fixes
9 Days Ago
Cherrypick 134076, fixes hero NREs when entering playmode with no domain reload
9 Days Ago
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9 Days Ago
Optim: set junkpile_water_a/b/c Sync Position to false It is now script controlled, and having it off by default saves allocating an action per entity Tests: observed transform in editor on craggy at spawn then when close
9 Days Ago
Fix codegen Fix broken ai mounted weapon controllers
9 Days Ago
Rear turret Viewmodel test WIP
9 Days Ago
Optim: junkpile_water_a/b/c replicate positions only if player is in sight - also switched them to the fixed time invoke handler, since their positionsare ran per fixed update Tests: booted craggy, validated they weren't moving while I was on island. Flew close, observed them moving and checked in inspector that values change
9 Days Ago
Fixed missing fridge power plate in skin viewer, removed the skin viewer bespoke model and use the game model instead
9 Days Ago
Fixed Owned tag overlapping with header text on skin tiles
9 Days Ago
More cleanup, dont use the packing queue for reloading
9 Days Ago
Run ai loop faster
9 Days Ago
initial setup of rpg7 anims for player update
9 Days Ago
Update: bring over jarryd's 124139 - BasePlayer.ToggleNetworkPositionTick Slightly different form - lets us save on the IsInvoking lookups, fixed a bug with fixed time callbacks Tests: booted on craggy, pushed a car, observed buoys and junkpile_water movement
9 Days Ago
Wire up the tooltip text Add some phrases for each of the states Crappy wheel detection, will need changed in future
9 Days Ago
Items in the cart are now translated correctly
9 Days Ago
Fix analytics not including monument after server restart - it still was including the name of the SpawnGroups so it was sorta useable - switch from using the PuzzleReset entity to using SpawnGroups
9 Days Ago
changes on PTBoat single and double turret fire actions
9 Days Ago
Fix some broken flex stuff in the boat building hud prefab
9 Days Ago
Rename variables
9 Days Ago
Make puzle reset radiation bypass armor similar to how oil rig radiation works
9 Days Ago
Add `Time blocked by radiation` to analytics - fix analytics total time not including time blocked (you could calculate it in analytics but better to report the correct time) - renamed to 'time_blocked_total' so easier to backfill
9 Days Ago
Fixed placeholder Sail description, also fixed the minigun description typo
9 Days Ago
Final sans volumes.
9 Days Ago
Fixed codegen errors. Bunch of uncommited stuff. WIP stuff
9 Days Ago
boat building ui