125,439 Commits over 4,171 Days - 1.25cph!

10 Months Ago
Waterlogged methods cleanup Tweaked ballista waterlogged point
10 Months Ago
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10 Months Ago
Hackfix: skip bootstrap smoke test at the start - Key here is skipping error logs, since they trigger test failures. Right now we build this weird mutant executable, and it tries to run server-side smoke test despite being on client. It emits an error, that we can't suppress that early, and which tips over the tests. I'll need to fix this properly once I got better build pipeline control. Tests: ran LoadProcTest - it passed (though it's mostly a dummy test)
10 Months Ago
- Removed doubled stats prefab - More logging - Setup feed object parent
10 Months Ago
Added placeholder damaget to battering ram mats. Added damage script to entity. Added glass decals back.
10 Months Ago
enabled damage layer on all siege tower materials with detailLayer
10 Months Ago
Buildfix: added missing namespace qualifier Tests: none, trivial change
10 Months Ago
Stop NRE on clearing feed
10 Months Ago
Get admin panel stats instance properly
10 Months Ago
adding damaged materials for the ram shell
10 Months Ago
Bugfix: resolve location of asset bundles when running standalone perf test - Also symlinking server bundles instead of client, for now Tests: ran the LoadProcTest, no more logs of failing to open bundles
10 Months Ago
ram bucket texture upres - 1k feels a tad lowres for a focal point object
10 Months Ago
fixed incorrect material definition on battering ram rear door LOD2
10 Months Ago
merge from creativemode_io_text
10 Months Ago
Only show the creative mode text when a pending wire is active
10 Months Ago
added ability to alter carve radius while carving with shift+scroll (can also use the convar directly) for quicker large changes and finer control
10 Months Ago
icreased grid resolution further
10 Months Ago
Added a creative mode text in the IO hud UI when wiring stuff with creativemode.unlimitedio enabled
10 Months Ago
Added placeholder damage and damage script to catapult
10 Months Ago
Merge: from main Tests: none (big merge, going to fix any issues in follow up commits)
10 Months Ago
Bunch of compile fixes
10 Months Ago
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10 Months Ago
merge from teslacoil_tweaks
10 Months Ago
Reduced tesla coil power usage by increasing their damage so they need less power to kill (35 power -> 25 power)
10 Months Ago
merge from main
10 Months Ago
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10 Months Ago
Fixed battering ram door wheels culling, set to isDynamic
10 Months Ago
Rename the radio socket gameobject names to lower case to possibly fix pooling mismatch
10 Months Ago
fixed entity bounds on ice sculpture
10 Months Ago
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10 Months Ago
meta changes on some collider meshes
10 Months Ago
manifest update
10 Months Ago
Committing walkway changes to switch branch
10 Months Ago
merge from wolf-sound-tweaks
10 Months Ago
roof conditionals colliders and then some
10 Months Ago
Re-enable deployment checks
10 Months Ago
Merge from io_infinite_power
10 Months Ago
ioentity.infinitepower is now replicated Added a warning to the IO entity info panel when looking at an IO entity if infinite power is enabled
10 Months Ago
Merge from io_infinite_power
10 Months Ago
None compile fix
10 Months Ago
Added IOEntity.infinitepower Powers all player placed electrical IO entities on a server when enabled without needing power sources Likely has some per entity edge cases, already fixes electric furnaces
10 Months Ago
Merge from launcher reload bug
10 Months Ago
Applied fixed timing to dragon rocket launcher
10 Months Ago
Adjusted rocket launcher reload time to 5.8s, was 6s This isn't an actual buff as you cannot reload faster than the animation, the animation was 5.8s so there was a 0.2s window where you could trigger a reload again while the reload was still taking place on the server This resulted in the reload finishing and the ammunition on the client getting refreshed, but at that point the player was stuck in another 5.8s animation before they could fire again Added a right click context option (Print Reload time) to BaseProjectile that looks at the viewmodel animator and calculates how long the reload anim is (taking into account speed modifiers which were being used in this case)
10 Months Ago
Siege tower decay reset when used
10 Months Ago
Merge from shred_helicopters (also includes the changed ignore.conf file that seems to keep changing)