157,976 Commits over 4,566 Days - 1.44cph!

12 Days Ago
Fix the deployment being the wrong way around
12 Days Ago
Add blinking 'processing' and 'blocked' text on the info display
12 Days Ago
Ok fine allow buildings to define multiple exteriors - even though theoretically there can only be a single exterior per base it gets funky in it's current implementation when not all building blocks are handled by base occlusion so you can have separate sections of a base that aren't connected with faces but are both outsides (example: connecting external TC with ramps)
12 Days Ago
Exclude high walls from room occlusion (since they are always considered outside structures)
12 Days Ago
Fix bases being able to define multiple outsides of the base - collapse to a single outside when interior rooms incorrectly are flagged as interior
12 Days Ago
Bugfix: fix invalid takeover data for crystal ak Accidentally copied pack even though it hasn't one when manually resolving Tests: navigated to page, crystal ak displays as intended
12 Days Ago
Added a per-stage benchmark measurement harness before moving onto experimental optimisations. To be used to measure future improvements and map changes. - ProcgenStats: time per-stage, number of prefabs placed, placement hash, counters (filter calls, radius scans, texel reads, anchor scans, monument attempts). - ProcgenBenchmark: editor tooling to generate maps for queued seeds and writes a CSV row per-stage. One map per play session, exiting play mode after each generation. - Powershell scripts to drive the editor benchmarks and compare CSV outputs by hash and stage time
12 Days Ago
Bugfix: store.refresh now restarts the tab Fixes tab having only default-initialized tiles Tests: ran refresh while on general tab
12 Days Ago
Post merge fixes
12 Days Ago
merge from main fix conflict in ConversationData, bumped VehiclePadRepaired condition type
12 Days Ago
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12 Days Ago
Update: HttpImage - permit multiple requests for same url Fixes clurred images for overlay pages where first button shares sprite with full screen image but has different settings Tests: navigated to coconut underwear page - loaded both
12 Days Ago
merge from procgen_visualiser
12 Days Ago
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12 Days Ago
merge from main
12 Days Ago
Merge from critter_animals
12 Days Ago
Indicator + light notify LOD
12 Days Ago
Rollback changes to addon whitelist * It caused issues on Linux builds with addons that use non English characters Add some panel related hacks to account for community made addons Enable override of suit/health charger entities & combine mines Add possible solution steps to "Failed to init Steamworks" crash Remove half-working spawnmenu-only check from citizen RPG check * In hindsight it wouldn't work with player squads anyway, so just enable all citizens with RPGs to attack gunships, don't try to lock it to spawnmenu-spawned citizens only. Add more entities to Lua override-able list * filter_activator_context, game_player_equip, trigger_push, ambient_generic Fix double notifications when hitting Sandbox vehicle limit Updated a whole bunch of built-in spawnicons * About 600 of them * Touches some PHX props, a few HL2 props, most of the TF2 props in the default spawnlist Update default spawnlists * Rearranges some stuff to better group similar items Update TF2 weapons spawnlist Slightly adjust L4D1 and Portal spawnlists Added more allowed entity overrides * item_battery, item_healthkit, item_suit, item_longjump * func_pushable, func_healthcharger, func_recharge * Half-Life: Source ammo entities * weaponbox, speaker Added Satchel entities to override whitelist + func_tankmortar
12 Days Ago
Merge from animal_fence_sound_polish
12 Days Ago
First pass on jellyfish swarms
12 Days Ago
Animal fencing audio polish and added new ui sounds
12 Days Ago
Tweaked power phase requirements Tweaked loot spawn types Fixed bad map topology in harbor_1
12 Days Ago
added colour mask slot to crittermovement and environmentfishcritter shaders for crab
12 Days Ago
Pipe/wire pass for random room i (small)
12 Days Ago
Tech tree fixes
12 Days Ago
edited grenade vm pullpin anim so the pin does not momentarily appear on screen after its pulled as it blends to throw ready idle
12 Days Ago
Halloween Wallpapers - texture update
12 Days Ago
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12 Days Ago
updated skins list
12 Days Ago
Minimum of 1 fuel for even worse foods (grubs)
12 Days Ago
spooky halloween decor pack steam item
12 Days Ago
- Description - Crafting costs - Tech tree
12 Days Ago
Updated huntingtrophy prefab to allow different sheep colourings to display correctly.
12 Days Ago
Update: HttpImage - pick a higher mip, seems to look better when downsampled Tests: navigated to pack overlay page
12 Days Ago
- Have to restir after adding new food - Show a little pop animation in the loot panel ui to show its been reset - Make 'electircity required' show in red
12 Days Ago
- Turn off lamp and indicator if theres no power connected to the biofuel generator - "stirring" -> "stirred"
12 Days Ago
Mask sheep face when shaving (only disappear when fully shaved), have shaved areas more organic looking and wavy
12 Days Ago
Reduce power consumption
12 Days Ago
Add emissive indicator lights: - green flashing when done (fuel in and not food) - green when cooking normally - solid red when no food (to show its burning power) - red flashing when needing to be stirred
12 Days Ago
Update: reimplement shop.unloadAssets convar Tests: set it to 0, navigated to shop and out, confirmed bundle was still loaded via listdynamic, set to 1, confirmed it was gone via listdynamic
12 Days Ago
Merge from airwolf_repairable_pad 🚁
12 Days Ago
Manifest
12 Days Ago
exported edited frog anims
12 Days Ago
Clean: get rid of icon precaching from store bundle All bundle assets are now loaded on demand, so this code was both useless and harmful Tests: navigated through store with failloads 1 - all images present
12 Days Ago
Adjust helipad repair requirements
12 Days Ago
Merge from main
12 Days Ago
Code support for latest art assets Adjust convar behaviours