124,834 Commits over 4,171 Days - 1.25cph!

7 Days Ago
If terrain height is greater than water height then we should assume we are dry, and then run the volume checks rather than just ignoring the case and allows false positives.
7 Days Ago
Floating walkways set dressing WIP
7 Days Ago
Improvised walkway roof corner pieces for medical bay tent Set shadowcasting on tarps to 2 sided
7 Days Ago
moved mannequin body part prefabs to their own folder so theyre easier to find
7 Days Ago
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7 Days Ago
Baseline
7 Days Ago
Merge from main
7 Days Ago
Staging wipe network++ save++
7 Days Ago
added CoACD package locally to allow modification
7 Days Ago
Merge from main
7 Days Ago
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7 Days Ago
Prefabbed up medical bay barge for better scene organisation, cleaned up scene hierarchy
7 Days Ago
Merge: from benchmark_demo_clean - Clean: removal of dead functionality for demo benchmarks (not supporting it) Tests: compiled in editor
7 Days Ago
Clean: remove expired editor-only upload endpoint Tests: none, trivial change
7 Days Ago
Clean: remove full-server-demo benchmark demo uploading FullServerDemos are not used for benchmarking(since they're not net protocol stable), so there's no point in this code. Tests: compiles in editor
7 Days Ago
Instanced terrain cell renderer setup
7 Days Ago
tweaks to torso and hand so there's less clipping on some clothing items
7 Days Ago
Re-prefabbed floating walkways for set dressing pass
7 Days Ago
pulled mannequin's wooden leg down so it's same height as the foot
7 Days Ago
merge from fix_jackhammer
7 Days Ago
merge from gesturebind_log_fix
7 Days Ago
merge from admin_invis_misc_fixes
7 Days Ago
merge from scene_warmup_fixes
7 Days Ago
merge from cargorange
7 Days Ago
merge from spas12_vm_ironsights
7 Days Ago
merge from Attackheli_Buildvolume
8 Days Ago
merge fix_invoke_handler_errors to main
8 Days Ago
Fix InvokeHandler being left in scenes, which caused error spam when entering play mode.
8 Days Ago
head_lookdown_debug -> main
8 Days Ago
Occassionally if a players head look angle > 140 degrees consistently for prolonged update cycles, it could lose its pitch data, only preserving the yaw
8 Days Ago
beanbag chair sounds mannequin sounds chandelier sounds orientable spotlight sounds wall cabinet sounds
8 Days Ago
merge fix_hp_post_restart to main
8 Days Ago
Load modifiers before metabolism, otherwise metabolism will set always cap the player health to 100 after a server restart rather than the modified max health.
8 Days Ago
merge from decor_lighting_dlc
8 Days Ago
Removed light occludee on chandelier main point light as its dynamic
8 Days Ago
merge from crafting_search_improvements
8 Days Ago
Crafting menu search now works with redirect skins ie: "throne" will return the Chair item as it has a Ice Throne redirect skin
8 Days Ago
Fixed string lights not returning the full amount of item used when picked up
8 Days Ago
merge from deep_sea/portals -> deep_sea
8 Days Ago
Add the `Vehicle Large` layer to the portal trigger so it works with tugboats for testing
8 Days Ago
Merge: from baseplayer_serverupdateparallel - Bugfix for UsePlayerUpdateJobs 1/2 - fix another reason why player could be swimming when parented Tests: loaded up the map, went to the excavator - no more swimming with UsePlayerUpdateJobs 2
8 Days Ago
Merge: from main
8 Days Ago
Bugfix: UsePlayerUpdateJobs 1/2 - extend the previous bugfix to the after-validate-recache logic - Also fixed resetting a bunch of per-player state during the recache step Tests: loaded map, hover-swim doesn't reproduce anymore (this time no exceptions)
8 Days Ago
Optimized the crap outta the chandlier drawcalls. +related mesh and mat files.
8 Days Ago
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8 Days Ago
Lowered SSS further on blue tarps Medical bay dressing progress
8 Days Ago
Fix still wet after dying
8 Days Ago
Fixed Lua errors with DProperty_VectorColor when deleting editable entity Allow to give ents.CreateClientRope local vectors instead of attachment IDs FIlesystem cleanups Improved invalid model detection Improve folder search inside VPK files Can actually find folders in root of VPKs, can actually wildcard match them now as well (so "models/props*" gets you just folders starting with that, not all folders in "models/")
8 Days Ago
- Fix rcExpandTileBounds not matching c++ code exactly, causing tile seams to be discontinuous - Fix query extents being doubled when sampling - Expose min region size to c# - Start making editor tool to find and replace all navmesh obstacle components