160,406 Commits over 4,566 Days - 1.46cph!

3 Months Ago
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4 Months Ago
Added some placeholder sparks and smoke to the fuel pumps when they are producing oil
4 Months Ago
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Rin
4 Months Ago
merge from hackweek_fuse_icon
4 Months Ago
Fix holes depth target not being assigned for BRP Validation when adding or removing holes to prevent errors
4 Months Ago
UX changes + polish (animations/highlights/better guides)
4 Months Ago
Refactor demo controls styling into uss rather than just inline styling big chunks.
4 Months Ago
Apply the UpdatePlayerPosition/Rotation trick for less laggy transitions
4 Months Ago
merge from main
4 Months Ago
merge from shield anim subsystem
4 Months Ago
merge from main
4 Months Ago
Better subsystem blending values
4 Months Ago
Added a scene view gizmo showing the player model when a Generic Mountable Animation Sub System is selected Matches the existing mountable gizmo behaviour
4 Months Ago
Nuke shield hand entity offset from all held items that had it, it's no longer used, shields just work.
4 Months Ago
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4 Months Ago
- Play a viewmodel hit animation - After hitting the ball keep the player mounted for a few seconds so they can see the result of their shot
4 Months Ago
Clean up old code/states
4 Months Ago
Stop pool mountable dragging you along with the cue ball once you shoot
4 Months Ago
Create a new Player_LowerBody_RootPosition avatar mask, apply to bar stools
4 Months Ago
Actually put the 8 ball in the middle like real pool Cleaner game in progress/leave game logic - makes everything clearer
4 Months Ago
Subtract 157099
4 Months Ago
Fix alt looting from player corpse bags -> player inventory - fixes clothing alt looted from dropped item containers not being worn if you are already wearing clothing - fixes clothing that would be dropped if you have a full inventory by trying to force move the items into the corpse bag first (bypassing the "no item input" manually)
4 Months Ago
Start Singleplayer & Start Multiplayer pool game options - More complex setup for mp game, joining/leaving etc
4 Months Ago
Correct values this time
4 Months Ago
Buff to snow jacket cold and bite protection, now serves a bit more of a purpose in the arctic.
4 Months Ago
main -> game_room_dlc
4 Months Ago
Added option (default disabled for now) to require active powerplant powergrid to powerup satellite control computer (in addition to tech trash)
4 Months Ago
use new RRP/BRP grab pass subshaders for player pixelation
4 Months Ago
Added tooltips to various elements (texts and close button) on cui.cui_test Updated cui.cui_test background image URL to use https
4 Months Ago
Remove TEXTUREFLAGS_VERTEXTEXTURE when loading vtf from disk * This is breaking some textures on ToGL with certain file formats? Anyway, I don't think there any reason for this flag to be allowed when loading .vtf files from disk, it's an internal flag for render targets from what I can tell Fixed some math lib discrepancies on 64bit builds affecting networking * Inconsistent math between 32bit and 64bit client was causing 8bit networked floats to be decoded incorrectly, causing Vortigaunt beam effect to have lifespan of 0 instead of the intended 0.1
4 Months Ago
merge from main
4 Months Ago
merge from sv_console_history
4 Months Ago
Added caret repositioning support (using left / right arrows) Use Ctrl to jump to the nearest space https://files.facepunch.com/raul/1b1311b1/13_22-33-GrownPortuguesemanofwar.mp4
4 Months Ago
gamesroom jukebox - tidyup folder - full setup jukebox prefab with all the things - merged models to single mesh - removed redundant materials and old model
4 Months Ago
merge from automated_testing
4 Months Ago
only players in the game can reset the board, otherwise you must wait for idle endgame timer
4 Months Ago
darts fixes - fix RPC_UpdateThrowTimer (pretty sure) - fix deploy bounds - fix collider not being representative - include mat in placement guide - remove rotate from placement - set health value - can only palce dartboard on construction - add ground watch - fix look rotation error spam - fix SpawnReticle NRE - fix outofrange exception in 2 player - remove "win game" placeholder effect that was causing crash - adjusted bounds of everything in the prefab
4 Months Ago
New automated test checking all Gibbable components for mesh colliders that are missing RW All pass as expected
4 Months Ago
merge from fix_realmed_remove_warning
4 Months Ago
Fix RealmedRemove warnings on small ramp and advent calendar
4 Months Ago
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4 Months Ago
Update(tests): patch WeaponRack Tests: TestMTSave(WeaponRack) pass
4 Months Ago
Update(tests): patch VendingMachine Tests: TestMTSave(VendingMachine) pass
4 Months Ago
Update(tests): patch VehicleModuleStorage Tests: TestMTSave(VehicleModuleStorage) - pass
4 Months Ago
Update(tests): skip module spawning for VehicleModuleCamper in tests Tests: TestMTSave(VehicleModuleCamper) - pass
4 Months Ago
Update(tests): patch TravelingVendor - skip spawning mapMarker and preventBuilding trigger when testing Tests: TestMTSave(TravelingVendor) - fails on IsGrounded while updating flags
4 Months Ago
jukebox prefab updated with greybox model
4 Months Ago
Update(tests): patch TrainEngine Tests: TestMTSave(TrainEngine) - fails on GetNetworkTime
4 Months Ago
merge from fix_baseentity_query_nre -> main
4 Months Ago
Extra hardening to fix exception inside DoServerDestroy() by checking if children are null before calling child.OnParentRemoved()