135,263 Commits over 4,293 Days - 1.31cph!

4 Days Ago
Fix new Scientist using wrong headshots sounds
4 Days Ago
Prevent another "Look rotation viewing vector is zero" error
4 Days Ago
Fix scientist visual aiming being a bit offset, reduce snapping in aim/legs, has the side effect or currently removing the bend forward when sprinting
4 Days Ago
Bugfix: PlayerInventory - make GiveDefaultItems safe, report errors instead of NREing - GameManager.InUnitTest is now available outside of UNITY_EDITOR as always-false const Tests: more unit tests related to RespawnFromDead pass
4 Days Ago
merge from main
4 Days Ago
added wip LNY26 items, set up skin assets with temporary descriptions and names, based off of existing items, updated manifest and engine.json
4 Days Ago
Update: OcclusionGroupTests - introduce another player spawn state, RespawnFromDead - setup default itemList for ItemManager when running unit tests, as it's assumed to always be there Another assumption that I had proved wrong - when players are spawned, they can stay dead (for example, game mode can prohibit spawning for a time) Tests: ran unit tests, more borkage
4 Days Ago
improved 3p paintballgun reload anim
4 Days Ago
wood box icon updated, prefab updated, added panel title, updated localization
4 Days Ago
uv fix for bbq proper rotation for bbq fbx and prefab
4 Days Ago
wood box game textures & material
4 Days Ago
Bugfix: OcclusionGroupTests - setup valid world bounds for unit tests - added netgroup visibility precondition testing, if that fails, then the test setup is wrong Empty bounds were causing group layers to sometimes become TutorialIsland, which break visibility Tests: ran unit tests, more pass
4 Days Ago
removed hand fidgeting from vm paintball gun idle animation
4 Days Ago
Bugfix: OcclusionGroupTests - correct expectations of visibility Tests: ran unit tests, more pass, but still mostly borked
4 Days Ago
Reworked Tropical1 island so that its seabed no longer sits deeper than the other islands. No longer clips through the base plane, with under-world foliage looking all hacky and bad.
4 Days Ago
Tests: OcclusionGroupTests - add players that spawn as sleepers or dead I assumed newly connected players always spawn as sleepers, but that's wrong - could explain an active NRE. Tests: ran unit tests (most still borked)
4 Days Ago
Updating paddle anims to loop
4 Days Ago
Fixing sit shooting poses with incorrect settings
4 Days Ago
Picture frames - fixed scrap frame materials and updated paintable textures
4 Days Ago
Merge from naval_update
4 Days Ago
Switched server to custom build 2022.3.41x1
4 Days Ago
Final'ish, sans shore fog code fix.
4 Days Ago
Merge from main
4 Days Ago
Merge from naval_update
4 Days Ago
created paintball gun 3p jog and run anims and assigned to holdtype controller
4 Days Ago
Salvaged Cleaver weapon refresh animation polish pass
4 Days Ago
merge from indirect_instancing
4 Days Ago
* Tuned execution order to avoid waiting for jobs the main thread. * Split TransformApplyJob into TransformGatherJob that only extracts matrices to reduce any locks we might place on transform data. * Added a ton more instrumentation to the CrudeProfiler to get more live information about Indirect Instancing, Debug Draw and also some global timings. * Made certain expensive debug features toggleable. * The debug overlay can now render “µ”.
4 Days Ago
Icon manifest updated, localization updated
4 Days Ago
scrap box adjusted box script type to display, added panel title, attached anchors
4 Days Ago
metal box added icon file, added panel title, added icon component to prefab, updated item file
4 Days Ago
explosives box adjusted box script type to display, added panel title, reverted protection to original values, attached anchors
5 Days Ago
scrapframe XL and XXL, gibs, lods, paintable setup, hooked up new material
5 Days Ago
Merge from main
5 Days Ago
Improve editor terrain view Snap render distance to cell to make bounds consistent FIx incorrect LOD borders at last LOD
5 Days Ago
Merge from io_budgets
5 Days Ago
Move SolarPanel.SunUpdate into a work queue (0.05ms budget) Should benefit from being run here by avoiding a potential physics sync (as well as less load on the Invoke system)
5 Days Ago
Move ElectricBattery.CheckDischarge into a work queue, budget 0.05ms
5 Days Ago
Optimize gameobjects on sail skinned renderer, removes about 50 transforms on the client
5 Days Ago
Convert steering wheel to MeshLOD
5 Days Ago
Merge from door_alloc_fix
5 Days Ago
Doors no longer allocate on the server when opening and closing (Vehicle blockage test)
5 Days Ago
Merge from cctv_budget
5 Days Ago
Fix pooling error in SaveRestore.Load() that was causing pooling errors with copy paste in the editor
5 Days Ago
Subtract merge 140855
5 Days Ago
Merge from main
5 Days Ago
Fix Lua errors when NPCs use Fists and Camera SWEPs Remove XZip from Bootil Update FastLZ lib Fix some compile warnings in Bootil Fix "Error" and "ErrorNoHalt" not firing OnLuaError on SRCDS
5 Days Ago
WIP on lightup frames
5 Days Ago
Add a null check in TriggerParent.CheckAllParenting
5 Days Ago
Run ocean simulation GetHeights in parallel, 2x~ faster with 100 player boats.