135,689 Commits over 4,293 Days - 1.32cph!

10 Days Ago
50cal_fullammo_spawn -> main
10 Days Ago
Ensure 50 cal turrets start with max ammo
10 Days Ago
rhib_passenger_light_fix -> main
10 Days Ago
NRE fix
10 Days Ago
Add a few new inputs to prop_vehicle_jeep (Jalopy version) * DisableRadarDetectEnemies * EnableHazardLights * DisableHazardLights * NoHazardLights key value * Added "Has Gun" keyvalue to jeep in Hammer * Removed non existent "HUD Locator Precache" spawnflag from Jeep in Hammer Use FGD files * Fixed prop_vehicle_jeep having static prop key values that are not applicable to it * Added some descriptions here and there, where there were previously none * Deduplicated some key value definitions, such as skin and fade distance stuff Added new spawnflag for func_tracktrain - GoldSrc rotation Make plastic materials emit some particles on bullet hit * Affects props like the blue barrel, Lamarr cage, etc.
10 Days Ago
Ensure only drivers can toggle RHIB lights
10 Days Ago
WIP Painting Line draw tool
10 Days Ago
Update: PersistentObjectWorkQueue now gathers a bit more telemetry - also fixes a potential bug with stale data uploading to our backend (another case in ObjectQueue) There's a bug with it being desynced with the rest of the data (it's called last, but in reality is current), will fix later Tests: none, not done yet
10 Days Ago
Paintable Reactive Target - Updated texture size down from 4K to 2K
10 Days Ago
merge from main/naval_update
10 Days Ago
Increase RADAR_CONTACT_TYPE_BITS from 3 to 4 (for sign bit)
10 Days Ago
Try setting ruin door to world layer to fix navmesh bug
10 Days Ago
Paintable Reactive Target - Fixed and improved paintability, cleaned up meshes, updated textures and shaders, updated gibs, simple collisions for static parts, rendered icon and ran icon manifest.
10 Days Ago
merge from deployer_vm_3p_fix
10 Days Ago
Fix building plan appearing untextured in 3rd person when deploying certain items generic_deploy now uses the same setup / viewmodel as the regular planner
10 Days Ago
Reimplement deep water checks in batched buoyancy
10 Days Ago
boat_planner_new_icons -> main
10 Days Ago
Add Lewis's new icons for Boat Building Parts: - Low Wall Barrier - Low Cannon Wall - Low Wall
10 Days Ago
Add "enabled" key to util.GetSunInfo Try to fix IMaterial:GetShader on Linux SRCDS * By storing the shader name on the material, instead of relying on the shader system on dedicated server
10 Days Ago
more prefab setup
10 Days Ago
Fixed boat building planner worldmodel showing regular planner on LOD1 and LOD2
10 Days Ago
Update: runtime_profiler - track pre_lateupdate times It's a category with a bunch of unity internal work that can take a non-trivial amount of time. Should make it easier to identify source of degradation. Tests: dryrun of analytics in editor with runtime_profiling 1
10 Days Ago
main -> naval_update
10 Days Ago
deepsea_disable_drone -> main
10 Days Ago
Stop players from being able to attempt to buy from vending machines in the Deepsea This was allowed before - resulting in drones getting stuck at the border
10 Days Ago
Fix island scientists roaming into the water, make sure to use world space position not navmesh space, fix bug where navmesh space was used to check if a position was inside a world volume
10 Days Ago
Remove Physics Projectile layer from all parenting triggers on all ghostship variants Was causing thrown grenades and C4 to freak out
10 Days Ago
Ornate Frame Setup
10 Days Ago
added metal box corpse
10 Days Ago
worldmodel, projectile and entity prefab set up
10 Days Ago
Merge: from useplayertasks_removegroupoccludee_nre - Bugfix: patch exception from double add of occlusion group member. OcclusionValidateGroups to validate if groups are correct Tests: various 2p scenarios - being close, far, outside of range, teleports
10 Days Ago
Update: add OcclusionValidateGroups servervar - also replaced the conditional log with a logerror, to make sure we spot it - codegen Couldn't reproduce the issue locally, so I'm missing something, including whether it was a false-positive or not. This should help check every bad case and confirm whether the issue is legit or not Tests: used the command in a couple scenarios - players close, players far, players outside of network range, with invis on/off
10 Days Ago
merge from naval_update
10 Days Ago
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10 Days Ago
Fix scientists sometimes failing to find any good patrol destination and despawning, they will now allow partial paths
10 Days Ago
merge from SmallRamp_Deploy
10 Days Ago
Anchor load fix
10 Days Ago
boatai_cleartarget_fix -> main
10 Days Ago
Fix second entry point for a recursive AI state in OnTargetClaimAvailable Fully rely on PursuePlayer to do a sucessful switch over of target/state logic.
10 Days Ago
Update: replace throw with a devbuild-conditional error log This is a cirtical code path, so we can't interrupt it or we'll corrupt global state. Think I see where the problem is coming from, will attempt to fix next Tests: none, trivial change
10 Days Ago
Initial viewmodel setup - viewmodel prefab updated - anim events added - ironsights re-positioned - rig (with hands) re-exported - anims re-exported at origin
11 Days Ago
Fix pool leak in TimedExplosive
11 Days Ago
Merge: from main
11 Days Ago
boatai_clartarget_fix -> main
11 Days Ago
Only let the claimant boat give up the target. Behaviour isn't as good but prevents the recursive nature of forwarding claims.
11 Days Ago
removed unused bakelod material
11 Days Ago
updated materials with spec removed bakelod textures again removed metallic again
11 Days Ago
last change didn't agree with material change - fixed missing spec textures
11 Days Ago
sks world model update - no longer uses bakelod and bakelod textures - removed bakelod textures and materials - textures now spec/gloss workflow instead of metallic - removed old metallic texture sets & updated materials
11 Days Ago
vineswing anims exported/added to player aniamtion controller for player rig v4