139,558 Commits over 4,505 Days - 1.29cph!

11 Days Ago
Enable require build priv on pool table pickup
11 Days Ago
Cow and sheep animation speed updates
11 Days Ago
Do monument/player build collision check required for hires navmesh, as part as normal geometry collection not another pass
11 Days Ago
Fixed lighting/camera setup in sculpting dialog
11 Days Ago
built several electrical puzzles and a kinematic puzzle to test what we have and how to use them
11 Days Ago
merge from main :)
11 Days Ago
Fix shields being visible when they shouldnt be + melee throwing bugs
11 Days Ago
merge from main
11 Days Ago
making all ladder hatches have unique uv's
11 Days Ago
textures
11 Days Ago
Merge from main
11 Days Ago
Fix rustnav spam " Trying to use new navmesh despite -useNewNavmesh not being set on server boot."
11 Days Ago
Fix log spam " Trying to use new navmesh despite -useNewNavmesh not being set on server boot."
11 Days Ago
Manifest, fixes launch issue
11 Days Ago
Fix new navmesh taking long time to build (regression where it use monument high resolution navmesh on whole map, instead of using low resolution properly)
11 Days Ago
Fix navmesh building using hiRes (monument) resolution for whole world, regression introduced in 145214
11 Days Ago
Fix normals in edit mode
11 Days Ago
corrected edit mode initialization and stopped BindRendererBounds from stomping mbp
11 Days Ago
Optimize "isBuilt" navmesh checks, log time it took to build navmesh async
11 Days Ago
Merge from main
11 Days Ago
center block from sculpture setup data in dialog creation
11 Days Ago
mbp instead of material instance
11 Days Ago
Use geo clip terrain normal sampled in vertex shader
Rin
11 Days Ago
merge from PlayerMaintainedMonuments/powergrid
Rin
11 Days Ago
Supermarket fridge loot pass s2p
11 Days Ago
FIxed VineLaunchPoint grid not being picked up by ResetStaticFields codegen
11 Days Ago
Added IncludeInNavmesh virtual field on TreeEntity False by default, return true on vine swinging trees
11 Days Ago
Add new packed textures
11 Days Ago
Tanker module can now accept a different max stack size just for crude - 2000 (but exposed on module for easy changes) Crude is now extracted via a Take button in the vehicle UI, will need to be pressed once for every stack (so if it's full you'll click it 4 times)
11 Days Ago
Stone sculpture shader rewrite Packed and reduced required textures to 4 Massively reduce samples from ~44 to ~13 (removed blur, combined triplanar samples, packed textures) Use only axis alignment curvature as the most visually consistent Chisel progress is driven by distance from centre Brought back EditMode colours Removed unused shader variants branches Removed redunant parameters and ops
12 Days Ago
Merge from poncho_fur_fix (used BDU_Shirt.fbx version from this branch, stomping conflicting version on main)
12 Days Ago
Emulate MaxStackable logic when spawning loot to account for container specific loot limits
12 Days Ago
Merge from lootspawn_stack_fix
12 Days Ago
Merge from main
12 Days Ago
Merge from JulQuickfire_balane1
12 Days Ago
Merge from videoplayer_volume
12 Days Ago
Merge from lunar_masks_wolf_headress
12 Days Ago
Merge from main
12 Days Ago
Fixes
12 Days Ago
Sheep setup Fixed interact colliders on animals affecting navmesh bakes
12 Days Ago
Shift up the second hotbar so it matches inventory placement
12 Days Ago
Setup calf with proper model
12 Days Ago
Remove r_flashlightscissor (and do it cleanly) * It was already disabled in-engine and was duplicated in model rendering, but did basically nothing if enabled, and was always disabled on game start anyway. Remove FCVAR_ARCHIVE from sv_skyname * Since it is reset on map load every time anyway, even on dedicated servers. Remove r_raindensity (unused) Remove Logitech G15 integration leftovers * We never shipped the .dll for it work, so I think it was always unusable, so just get rid of it entirely. * Removes associated g15 convars Remove HL2 start new game dialog code, more XBox UI stuff * It was already made inaccessible prior, but now removed entirely. Convar adjustments * Made `adsp_debug`, `cl_debugrumble` a cheat, remove archive flag * Added a bunch more archived convars to Lua blocklist * Remove mat_norendering, add descriptions to some other `mat_` convars so they can be found with `find`. Remove HL2 game logo and menu buttons code, console animations Update TTT - Linux font swap Added more FCVAR_Archive cvars to Lua blocklist * Replaced a few ARCHIVE flags with CHEAT flags for debug convars (scene_show* for example) * Removed r_drawvgui, vgui_message_dialog_modal * Removed sv_unlockedchapters, stop reading `scripts/ChapterBackgrounds.txt`
12 Days Ago
merge from main -> editor_hotbar_swap
12 Days Ago
merge from fix_instantiate_persistant_setactive -> main
12 Days Ago
Fix editor printing errors in ItemIcon.OnEnable() and QuickCraft.OnEnable() - caused by an editor optimization to not create copies of single use prefabs (GameUI) - however GameUI is cursed and called SetActive() from inside Awake() which caused OnDisabled() to not be called, causing some of the UI prefabs to get into weird states - kept the optimization but locked it behind an editor pref for now until it can be properly fixed
12 Days Ago
merge from game_room_dlc
12 Days Ago
Simplify code
12 Days Ago
Fix the second hotbar prefab not referencing the main inventory
12 Days Ago
Pool table: - fix offset deploy guide - enable pickup, repair - assign protection and hp - add cloth surface collider