130,803 Commits over 4,232 Days - 1.29cph!

9 Days Ago
Flatten small displacements Fix displacement origin calculation Increase grass displacement factor Clean up and restructure for performance testing
9 Days Ago
Include all prefabs under Assets/Scenes/Prefabs in the props asset scene for custom maps to use
10 Days Ago
Merge from puzzle_reset_changes
10 Days Ago
Build fix
10 Days Ago
Merge from puzzle_reset_changes (only enabled on water treatment plant for testing)
10 Days Ago
Merge from server_history_dns
10 Days Ago
Codegen
10 Days Ago
Merge from main
10 Days Ago
Fix history DNS resolutions not refreshing without a client restart
10 Days Ago
S2P water treatment plant
10 Days Ago
Automatically migrate servers from steam's server history to favorites.cfg if they have a DNS endpoint configured
10 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
10 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
10 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
10 Days Ago
Strip LOD component from fridge power plate in skin viewer
10 Days Ago
merge from store_fixes
10 Days Ago
Metal mask LODs
10 Days Ago
merge from qol_backpack_gather -> main
10 Days Ago
Allow items picked up off ground to go into backpack when inventory is full - applies to both normal items and keycards
10 Days Ago
merge from main -> qol_backpack_gather
10 Days Ago
Adjusted the recttransform so the sort settings prefab can be edited in place
10 Days Ago
Merge from hackweek_boxsorting
10 Days Ago
Merge from hackweek_boxsorting
10 Days Ago
Properly fixed pooling on sorting settings
10 Days Ago
Makeshift Hazmat LODs + bakeLODs
10 Days Ago
Shrunk airfield puzzle reset slightly and enabled radiation on puzzle reset S2P
10 Days Ago
Shrink power plant main reset from 40m -> 25m Enable radiation on main building
10 Days Ago
pt boat 50cal local voice limit range tweak
10 Days Ago
fix up pt boat 50 cal voice limiting settings
10 Days Ago
merge from helicopter_flare_balance_pass -> main
10 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
10 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
10 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)
10 Days Ago
planner - removed offsets in entity brought in from updates to worldmodel on main (anims still need exporting with updated model imported)
10 Days Ago
Water treatment box puzzle reset example
10 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
10 Days Ago
Nevermind: you can use OnDrawGizmos() in PuzzleReset which is always called and filter there
10 Days Ago
Added worldmodel outline for krieg backpack and scattershot boulder ammo
10 Days Ago
Add DrawGizmosSelectedProxy so you can see the PuzzleReset gizmo while dragging around the playerDetectionOrigin Transform
10 Days Ago
Fix not attaching the radiation trigger to the playerDetectionOrigin
10 Days Ago
Fix compile error
10 Days Ago
10 Days Ago
merge from store_fixes
10 Days Ago
Cherrypick 134076, fixes hero NREs when entering playmode with no domain reload
10 Days Ago
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10 Days Ago
Optim: set junkpile_water_a/b/c Sync Position to false It is now script controlled, and having it off by default saves allocating an action per entity Tests: observed transform in editor on craggy at spawn then when close
10 Days Ago
Fix codegen Fix broken ai mounted weapon controllers
10 Days Ago
Rear turret Viewmodel test WIP
10 Days Ago
Optim: junkpile_water_a/b/c replicate positions only if player is in sight - also switched them to the fixed time invoke handler, since their positionsare ran per fixed update Tests: booted craggy, validated they weren't moving while I was on island. Flew close, observed them moving and checked in inspector that values change
10 Days Ago
Fixed missing fridge power plate in skin viewer, removed the skin viewer bespoke model and use the game model instead