138,088 Commits over 4,324 Days - 1.33cph!

boat_ai_reverse_preference_fix -> main
Today
Setting up burstcloth and skinning for ghost sheet
Today
fix missing z-buffer when rendering forward opaques
Today
Fix bbs not setting owner id correctly with deploy & edit
Today
texturing progress - apartment complex
Fix boat ai attempting to reverse to stay in-line with a player on a boat rather than just slowing down the gas pedal Use a stuck timer locking mechanism to only allow the boat ai to reverse when its stuck.
Today
Added coffee table to prefab
Today
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Today
Apartment kits update
Today
merge from indirect_instancing
Today
rebase on main
Today
* Fixed doors getting detached when operated on a vehicle with indirect instancing * Fixed ghost objects being left behind if they had skins applied. * Fixed debug overlay not returning correct results in the editor * Improved debug overlay to be more useful and readable * Added prototype SIMD collider-less raycasting code. (WIP)
Today
In editor by default: the deep sea will spawn right when the server starts, and it will use the fast intervals (1s in between each entity and 0.1s in between each spawn groups)
loot_container_populateloot_fix -> main
Fix 'CONTACT DEVELOPERS! LootContainer::PopulateLoot has null inventory!!!' being thrown when loot containers were attempting to populate loot whilst destroyed. Thanks nivex!
Today
merge from hackweek_more_tests
Today
Fix 18 more deployables clipping with construction Add whitelist to exclude some from the test
Today
merge from main
Today
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Today
Add poolable component to contional contents, hide/show box contents depending on building privilege
Today
merge from naval_update/io_boats
Today
Fixed pressure pads being deployable halfway through walls
Today
Add BoatBuildingStation.StaticStationsEnabled convar. Kill any static stations that try and spawn if disabled.
Today
Add IsStatic to boat building station, set for static deployed version. Don't destroy a static BBS when finishing via the wheel.
Today
Updated and Improved Makeshift Coffee Table Prop LOD 3
Today
All IO entities are disconnected when a boat sinks, same delay as the doors etc
Today
Deployable test for missing guide mesh
Today
Tweaked Vertex AO Values on Makeshift Coffee Table Prop Created Makeshift Coffee Table Prop Prefab Setup Makeshift Coffee Table Prop Prefab, LODS and Colliders
Today
merge from hackweek_more_tests
Today
Handle multiple groundwatch components in the groundwatch test
Today
Restored spotlight and tripod spotlight deploy guides
Today
Fixed issue when meshes with and without uv2 channel were combined in the same batch
Yesterday
merge from main
Yesterday
Fixed HBHF and simple light groundwatch Fixed industrial light placement regression
Yesterday
merge from testrunner_editor
Yesterday
Compile fix
Yesterday
Boxes DLC - fixed LOD issue with ammo box
Yesterday
merge from main
Yesterday
updated planners and wallpaper 3p run anim
Yesterday
merge from testrunner_editor
Yesterday
Fixed some selection bugs
Yesterday
updated planners and wallpaper 3p anims/override controllers
Yesterday
Split editor and runtime tests into two tabs Styling changes
Yesterday
fixed issues with sunken and combat knives which are causing issues on the player update - combat & sunken now match each others orientation - contain no offsets in the model ( entity still does but will be zeroed on the player update) - set scale factor of combat world model to 1 (it was set to 1.5) and re-sized actual model correctly - removed transforms/rotations of models - re-connected the combat knife in it's entity - named knife correctly (w_knife instead of knife_w) - re-adjusted bounds and removed offsets on their .worldmodels
Yesterday
server_browser_remove_ping -> main
Yesterday
force player model to use average female skin set (for degbugging)
Yesterday
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Yesterday
Makeshift coffee table updated with vertex AO
Yesterday
Updated blockouts for apartment sets
Yesterday
Added Open Results button, reorganized the button bars Loading a result auto enables filtering, clearing results resets filtering