198,878 Commits over 4,140 Days - 2.00cph!

12 Days Ago
Expose a MovementMultiplier slider to SimpleFloatingEntity
12 Days Ago
merge from main
12 Days Ago
Reapply the subtraction 124982 124983 of the other subtraction (revert_metabolism)
12 Days Ago
Compile fix
12 Days Ago
UI_Window warning editor only
12 Days Ago
Gesture menu progress
12 Days Ago
Restored store cart button
12 Days Ago
Small fixes and tweaks
12 Days Ago
Restored F1 item menu
12 Days Ago
Subtract 124976
12 Days Ago
Subtract 124978
12 Days Ago
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12 Days Ago
Fixed missing antlion guard step sounds Make RemoveDecalsAt distance a float Added description to sv_sticktoground Use squared distances for RemoveDecalsAt internals Disallow Spawn() on world entity Add a confirmation dialog when trying to load a save that would changelevel Change implementation of VMatrix.InvertTR to avoid it crushing itself It's probably a bit slower now, but returns actually correct values VMatrix:GetAngles uses a normalized matrix internally so scale doesn't affect results as much Added ai.GetNodeCount Properly fix the particle related crash, and fix regression
12 Days Ago
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12 Days Ago
Properly fix the particle related crash, and fix regression
12 Days Ago
revert_metabolism -> main
12 Days Ago
compile error
12 Days Ago
Properly revert
12 Days Ago
revert_metabolism -> main
12 Days Ago
Revert 123078
12 Days Ago
Fixed workshop scene using jungle color grading if the camera is in a particular spot
12 Days Ago
Baseline
12 Days Ago
Make RemoveDecalsAt distance a float Added description to sv_sticktoground Fixed POSIX compile error Use squared distances for RemoveDecalsAt internals Disallow Spawn() on world entity Add a confirmation dialog when trying to load a save that would changelevel Change implementation of VMatrix.InvertTR to avoid it crushing itself It's probably a bit slower now, but returns actually correct values VMatrix:GetAngles uses a normalized matrix internally so scale doesn't affect results as much Added ai.GetNodeCount
12 Days Ago
Update: BaseRaidBench - emulate timed explosive fuse Not really important for now, but later once rockets fly upwards and have a chance to miss, this should make it match reality closer Tests: ran the scene
12 Days Ago
Fix scientist breaking their spine to look at a player behind them while they are sprinting away
12 Days Ago
- Better vislog for neck rotation limit - Lerp rotation instead of snap
12 Days Ago
Update: BaseRaidBenchmark - expose batching mode via component Tests: none, trivial change
12 Days Ago
Convars for aboard player and auto close sails checks.
12 Days Ago
Update: BaseRaidBench - disable camera shake and hurt effects Tests: ran the scene
12 Days Ago
Bunch of thrust position calculation improvements. Makes turning much more reliable on a bigger variet of boats for now.
12 Days Ago
Constrain angles the scientist can turn their virtual head at (on server, where there is no animation)
12 Days Ago
Removed test arg in initial home navigate
12 Days Ago
Gesture menu progress, some refactoring and polish
12 Days Ago
Water pump idle loop audio is now affected by occlusion.
12 Days Ago
Server Browser design changes
12 Days Ago
Thrust position calculation fix
12 Days Ago
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12 Days Ago
Update: Add BaseRaidBench to build scene list and mark it for maps bundle - Also removed the nuked Foliage scene - forgot to clean it up Tests: none
12 Days Ago
ghost ship interior progress
12 Days Ago
Update: BaseRaidBench - unblock pooling Takes the edge off halfway through the benchmark, but initial 5 seconds are still rough. Tests: ran the scene
12 Days Ago
Add support for building block-specific padding offsets (eg increase y padding on shipping container foundations, or on the outer side of wood walls) (Ensures more accurate alignment of deployables on specific building block types.) Introduced a static dictionary mapping prefab names to custom Y and normal padding values. Added support for padding modes: StrongsideOnly, WeaksideOnly, and Both. Applied padding logic during downward placement and wall/corner snapping.
12 Days Ago
Merge from trimmed_asset_warmup/scene_warmup
12 Days Ago
Mark a bunch of collision meshes as R/W
12 Days Ago
Pilot Codelock - added cinematic textures and materials
12 Days Ago
Update: BaseRaidBench - reposition camera to above the circle Tests: ran scene
12 Days Ago
Bugfix: BaseRaidBench - fix NREs by loading game manifest on start Tests: ran scene
12 Days Ago
Pilot Codelock - updated icon, fixed material order in LODs
12 Days Ago
Update: BaseRaidBench - players now animate and produce muzzle flashes Tests: ran the scene
12 Days Ago
Add auto-save paintings option
12 Days Ago
Bugfix: BaseRaidBench - track weapon cooldown properly - also account for animation delay for weapons that have it The benchmark is now much more tame. Tests: ran the scene