130,909 Commits over 4,232 Days - 1.29cph!

10 Days Ago
tweaked guide material settings further
11 Days Ago
Added prevent movement volumes to the small ramp to stop players falling through
11 Days Ago
Merge from hackweek_boxsorting
11 Days 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
11 Days 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)
11 Days Ago
Merge from main
11 Days Ago
Flatten small displacements Fix displacement origin calculation Increase grass displacement factor Clean up and restructure for performance testing
11 Days Ago
Include all prefabs under Assets/Scenes/Prefabs in the props asset scene for custom maps to use
11 Days Ago
Merge from puzzle_reset_changes
11 Days Ago
Build fix
11 Days Ago
Merge from puzzle_reset_changes (only enabled on water treatment plant for testing)
11 Days Ago
Merge from server_history_dns
11 Days Ago
Codegen
11 Days Ago
Merge from main
11 Days Ago
Fix history DNS resolutions not refreshing without a client restart
11 Days Ago
S2P water treatment plant
11 Days Ago
Automatically migrate servers from steam's server history to favorites.cfg if they have a DNS endpoint configured
11 Days 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
11 Days 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
11 Days 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
11 Days Ago
Strip LOD component from fridge power plate in skin viewer
11 Days Ago
merge from store_fixes
11 Days Ago
Metal mask LODs
11 Days Ago
merge from qol_backpack_gather -> main
11 Days Ago
Allow items picked up off ground to go into backpack when inventory is full - applies to both normal items and keycards
11 Days Ago
merge from main -> qol_backpack_gather
11 Days Ago
Adjusted the recttransform so the sort settings prefab can be edited in place
11 Days Ago
Merge from hackweek_boxsorting
11 Days Ago
Merge from hackweek_boxsorting
11 Days Ago
Properly fixed pooling on sorting settings
11 Days Ago
Makeshift Hazmat LODs + bakeLODs
11 Days Ago
Shrunk airfield puzzle reset slightly and enabled radiation on puzzle reset S2P
11 Days Ago
Shrink power plant main reset from 40m -> 25m Enable radiation on main building
11 Days Ago
pt boat 50cal local voice limit range tweak
11 Days Ago
fix up pt boat 50 cal voice limiting settings
11 Days Ago
merge from helicopter_flare_balance_pass -> main
11 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
11 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
11 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)
11 Days Ago
planner - removed offsets in entity brought in from updates to worldmodel on main (anims still need exporting with updated model imported)
11 Days Ago
Water treatment box puzzle reset example
11 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
11 Days Ago
Nevermind: you can use OnDrawGizmos() in PuzzleReset which is always called and filter there
11 Days Ago
Added worldmodel outline for krieg backpack and scattershot boulder ammo
11 Days Ago
Add DrawGizmosSelectedProxy so you can see the PuzzleReset gizmo while dragging around the playerDetectionOrigin Transform
11 Days Ago
Fix not attaching the radiation trigger to the playerDetectionOrigin
11 Days Ago
Fix compile error
11 Days Ago
11 Days Ago
merge from store_fixes
11 Days Ago
Cherrypick 134076, fixes hero NREs when entering playmode with no domain reload