156,371 Commits over 4,536 Days - 1.44cph!

Yesterday
Added new sounds for the :rabbit2: & :chipmunk:
Yesterday
Merge from monument_analytics
Yesterday
Merge from main
Yesterday
- Add the ability for predicted grenades/c4 to follow bone rotation on deploy - Add hide/show to our legacy c4 animations - Clean up throw prediction settings - Custom Show if attribute to eaisly hide fields in inspector unless another field on the same object has a value
Yesterday
Setting the default number of depth bins to 16 per-tile
Yesterday
Add monument to oil rig switch event
Yesterday
merge from main
Yesterday
Moved the property gathering for lights to a job that runs before the binning jobs
Yesterday
Yesterday
Tweaked loot spawns to reflect monument tiers, visual polish Radhouse large mesh and collider tweaks for the new room Scene 2 prefab
Yesterday
Added a generic warning function that can be set/called by planner. Upgrade planner placement now checks if future upgrades can also be placed for the current upgrade. Placement turns yellow if this upgrade is possible but future ones are not. Stops you placing 2 sandbag upgrades to then realise the next one is placement blocked.
Yesterday
Fix map layers (like train tunnels) not rendering in RRP
Yesterday
Fix bear flee when target on foundation test failing because the bears goes into chase for one tick before the flee, test can now read the exact fsm transitions and be more accurate
Yesterday
Add in additional air drops and satellite selection events
Yesterday
Make the other sandbags non-craftable, only the default sandbag .
Yesterday
Assign new sandbag placement guides, per level. No longer hide the item being upgraded.
Yesterday
Removed branching on spot light code for calculating the cone based on the light type
Yesterday
Give cows avoidance, it was especially ugly when they clipped with each other or the player, which happens a lot because there are often loads of cows in a tight space and they move slowly, also make players collide with cows
Yesterday
Move planner upgrade code to partial
Yesterday
Add support for c4/satchels - WIP (throwing animations still look bad) - Generate C4 predicted prefab
Yesterday
Fix tests failing with new navmesh because foundation bake a tiny sliver of navmesh on top of them
Yesterday
added dedicated stacked guides - split up geometry so that the guides can properly stack for the next upgrade.
bot
Yesterday
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Yesterday
Added a bin sphere collision check against spot light cones to further reduce the number of lights per bin
Yesterday
merge from main
Yesterday
Update: StoreBundleTool - fill in image upload logic - changed url format - ran "Update Urls" Tests: ran full Update Urls - manifest grabbing works, but uploading gets stuck
Yesterday
Further placement checks/fixes.
Yesterday
Isolated reapply of "Set new navmesh enabled by default, now needs -useOldNavmesh to disable" for release
Yesterday
merge from sv_god_sync_fix
Yesterday
Added ServerSetGod which modifies the client's god info status and networks it to the player - now that global.god can be called from the server Updated two instances of the server disabling god mode of a player to use this (eg. in the tutorial)
Yesterday
Fix clientLastAttackedTime not being initially set to -infinity which blocked sandbags from being upgraded instantly after placement due to incorrect cooldown. Checks correctly run server-side.
Yesterday
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Yesterday
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Yesterday
Added sphere to bin AABB collision checks to reduce the number of lights per-bin further
Yesterday
Same damaged cooldown logic for upgrading as repairing
Yesterday
Merge from main
Yesterday
Trying out manual clipping boxes for placement meshes to only show the upgrade portions. Works pretty well, but parking it because custom made meshes will still look better.
Yesterday
Hide the existing mesh and only show the upgrade placement guide when placing upgrades, fixes the overlap and looks better. Only hide the visuals, and only clientside, collision etc all remains active.
Yesterday
Updated frog material
Yesterday
merge from apartment_complex_cleanup
Yesterday
Upgrading damaged sandbags doesn't give a free repair to full. Keeps previous health fraction. Convar'd behind ConVar.Server.upgrade_keeps_health because I'm not sure how we wiill want this to play out. Defaults to true for now.
Yesterday
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Yesterday
Upgrading transfers skin to new placement
Yesterday
Initial prototype rework: Removed all the new sockets from sandbags. Use the position/rotation of the sandbag being upgraded instead of calculating it via sockets. Refactor some of the prototype code into functions and only use them in the upgrade paths, so we don't touch regular placement logic anymore. Client now runs the serverside checks too. Refactor UpdateUpgradeTier, and don't run it for everything via FillPlacement. Don't cache incorrect upgrade levels. Remove stack socket placement logic. Fix being able to use any sandbag level to upgrade a sandbag to next level. Use/trust serverside checks/position not client provided. Run all placement checks when upgrading, so upgrades can't clip through stuff. Remove some now unused new find deployable functions.
Yesterday
Applying shelved stacking prototype.
Yesterday
Added some guns to the sell table for testing
Yesterday
Added an auction mechanic to selling animals at the ranch When selling an animal the player will receive an offer of three items, rolled from a set of item min/max bands The player can reject an offer and get a new offer two more times - on the third reject the vendor gets annoyed and won't talk to the player for 15 minutes
Yesterday
Merge from milk_processing
Yesterday
Fixed validation warning
Yesterday
Fixed accidentally deleted crafting tea icon