135,670 Commits over 4,293 Days - 1.32cph!

Yesterday
Fixed reactive target collider not updating on the server Reactive target gibs are simplified, gib meshes are no longer r/w
Yesterday
Reactive target fixes Fixed ground watch floating in the air Simplified placement sockets to 4 corners and middle, expanded all sockets Fixed rotation axis
Yesterday
Mark easel_col as r/w
Yesterday
Allow repairing cannons
Yesterday
pt_boat_turret_fixes -> main
Yesterday
- Fix rear turret being able to move outside its clamping bounds
Yesterday
Merge from naval_update
Yesterday
Server admin UI tab progress
Yesterday
merge from artist_pack_dlc -> main
Yesterday
Lowered HLOD distance of floating cities 200 -> 100
Yesterday
fix interface compiler defines
Yesterday
Comment out player state stuff from paintball code for now to get it compiling on the client, wasn't totally functional yet anyway
2 Days Ago
Resolve self-crash with File:Read Add fallback material for sprites/flare6 (env_funnel) Add 2koth_ and cppl_ maps to TF2 category Replace coreball.mdl with one with simpler physics model Merged Pull Requests * Fixed start/stopsound for some entities in Hammer having invalid default values * Localize "password" placeholder in server browser Some potential crash fixes
2 Days Ago
Item list flex scroll fixes
2 Days Ago
Attempt at fixing the god awful unity scrollrect default behaviour, feels better now
2 Days Ago
Update: add TestOnCycleStackables test to validate onCycle caching Weirdly it passes with no duplicate-key exceptions. Maybe the exception is just a symptom, gonna check elsewhere Tests: ran unit test
2 Days Ago
Fix native grid crash with buoyancy batching enabled
2 Days Ago
Added playerboat.kill_all_above_deployable_count command.
2 Days Ago
Added keyboard controls to the item list
2 Days Ago
Merge: from main
2 Days Ago
Merge from deployable_limit
2 Days Ago
Enforce limit
2 Days Ago
merge from main
2 Days Ago
audio volume changes
2 Days Ago
Include count of total amount of warnings and errors after the manifest finishes generating
2 Days Ago
Merge: from useplayertasks_removegroupocludee_nre - Bugfix for player connecting to a sleeper from a save emitting an error Tests: unit tests + 2p on Craggy
2 Days Ago
merge from main -> fix_manifest_errors
2 Days Ago
Merge: from main
2 Days Ago
Update: OcclusionValidateGroups now also checks all active players and all sleepers Tests: none, trivial change
2 Days Ago
Bugfix: OcclusionGroup - handle connecting to a sleeper loaded from a save Done via initializing sleeper if it supports server occlusion in PostServerLoad Tests: unit tests + 2p on Craggy with a sleeper in a save
2 Days Ago
Deployable limit convar wip
2 Days Ago
Update: another flow change to ReconnectToASleeperFromSave - added missing PostServerLoad call - adjusted expectations Tests: ran unit test - still fails as expected
2 Days Ago
Update: adjusted the expectations for ReconnectToASleeperFromSave test Realized that original scenario was slightly misimplemented, the flow doesn't exist in our code Tests: ran unit test, it fails as expected
2 Days Ago
- Fix turret movement not being visible to others (when other players are using it) - Half front turret sensitivity
2 Days Ago
fixed paintable window collision - thanks elliot.
2 Days Ago
Handle NRE inside NPCAnimController.DoPrepare()
2 Days Ago
added new sounds to the modular boat steering creaks
2 Days Ago
pt_boat_turret_full_reload -> main
2 Days Ago
- Updated the script for baking paint ball pellet positions to vertex colors to handle sub-meshes and baking the mesh to an asset - Added a new shader for rendering the paintball pellets with the fill funcionality. This includes some basics from the standard shader, such as an albedo map, normal map, and metallic and smoothness maps.
2 Days Ago
repositioned paintable window collision
2 Days Ago
Replaced deep sea Gatorade® with Ocean Water. (Not final)
2 Days Ago
Update: OcclusionGroupTest - add TestNew_ReconnectToASleeperFromSave test Catches a bug in how server occlusion handles this specific initialization path Tests: ran unit test, it fails
2 Days Ago
Item list fixes and optims
2 Days Ago
Merge from naval_update
2 Days Ago
Merge from naval_missions
2 Days Ago
Codegen Increase max distance on tutorial mission 8 position generator
2 Days Ago
frame painting resolutions based on current frames
2 Days Ago
Merge from naval_update
2 Days Ago
- Always check if a player can accept the mission before assigning it - MissionInstance now saves the provider as type IMissionProvider rather than BaseEntity - Fixes for registering tutorial pings on SpeakWith objective type - Don't try to save the dialogue graph if in play mode
2 Days Ago
Merge from main