142,753 Commits over 4,383 Days - 1.36cph!

Yesterday
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Yesterday
Removed hull_corner prefabs, unused
Yesterday
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Yesterday
merge mortar_prototype to main
Yesterday
Fix cooking tests failing Improve the existing ones, add a note to expand in the future
Yesterday
Clean: cache span from ActiveTriggers.Objects Tests: none, trivial change
Yesterday
main -> vendingmachine_ui_refresh
Yesterday
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Yesterday
Merge: from main
Yesterday
removed uneeded anims events from some 3p anims
Yesterday
Merge: from terrainkick_nre_fix - Bugfix for NREs caused by kicking players(invalidating iterators) while looping over StableObjectArray Tests: kicked self through clipping in terrain - no NREs
Yesterday
Merge: from main
Yesterday
industrial electric furnace - gibs - corpse model - updated prefabs - ran manifest
Yesterday
Optim: Avoid double indirection when looking up active triggers - enabled by use of invalidating RemoveAtSwapback TriggerParent.StableIndex is only const during a frame, it now can change between frames Tests: built a 3-piece boat with a ladder, jumped around it
Yesterday
Updated player update animation import preset
2 Days Ago
exported edited 3p swimming anims
2 Days Ago
Test placement for accelerate. item setup.
2 Days Ago
merge from automated_testing
2 Days Ago
Added category selection to the test runner window
2 Days Ago
Fixing prisoner hood skinning and missing LODs
2 Days Ago
Pool table animation clips - loop and prop pass
2 Days Ago
engineer table stripped - updated
2 Days Ago
Merge from parent
2 Days Ago
merge from automated_testing
2 Days Ago
Fixed TestConveyorSplits and TestConveyorTransfer failing during setup because of stability All entities were spawned at 0,0,0 together and groundwatch was killing them Now setting server.stability to false in setup
2 Days Ago
Merge from parent
2 Days Ago
Merge from main
2 Days Ago
Updated some old client tests to use scoped convars
2 Days Ago
SetUp and TearDown can now fail the test is they throw They run using ExecuteTestInternal like the tests
2 Days Ago
Test runner window now supports repeated tests
2 Days Ago
Update wolf population asset with new convar
2 Days Ago
merge from main
2 Days Ago
Add worldmodel component to binoculars worldmodel Add tree and default to workbenches deploy volume
2 Days Ago
industrial shelves full, half, wall - Adjusted icon colour for better clarity - Adjusted prefab starting material to blue
2 Days Ago
Some new Light LOD system tests
2 Days Ago
Merge from elevator_fixes_apr_26
2 Days Ago
Fix player elevator cables sometimes appearing in the wrong place if the player was too far away from the elevator
2 Days Ago
Disable the hurt trigger on the launch site lifts when the lift is idle, will no longer kill players if they jump while underneath it
2 Days Ago
Require LOS for hurt trigger on player placed lifts, prevents killing players if there's a floor between the player and the elevator
2 Days Ago
Fixed industrial furnace not retaining it's children (storage adaptors) when reskinning with spray can
2 Days Ago
Compile fix
2 Days Ago
Added a new ToggleThrownWeapon animation event, allows us to switch on/off the grenade visuals so they don't stay in the players hands all the time throughout a throw animation Implemented on supply signal, smoke grenades, molotovs, beancans, flashbangs, bee grenades, f1 grenades and firecrackers Fixed incorrect animations on the smoke grenade and firecracker animation overrides
2 Days Ago
Fixed broken NVG sounds
2 Days Ago
New StateSync component for weapon animators Looks for a matching state on the main player model and matches the normalized time on the weapon animator to ensure the animation stays in sync Will need to be applied to each weapon individually, applied on HMLMG reload animation for now
2 Days Ago
Merge from parent
2 Days Ago
Cherry pick 147457 (asset scene build optimizations)
2 Days Ago
Enable single frame parenting for AK mag drop effects
2 Days Ago
HMLMG mag drop now detaches from parent and plays in world space Fixes mag being affected by weapon position/rotation of gun and motion blur issues
2 Days Ago
Don't set process affinity in editor if running batch mode
2 Days Ago
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