145,197 Commits over 4,413 Days - 1.37cph!

29 Days Ago
Cherry Picked from 130097 (Multiple source mesh support within the LOD Baker script)
29 Days Ago
merge mortar_prototype to main
29 Days Ago
Remove previousLegAnimatorState tracking, apparently I added that for nothing
29 Days Ago
merge from main
29 Days Ago
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29 Days Ago
More setup tests
29 Days Ago
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29 Days Ago
Removed hull_corner prefabs, unused
29 Days Ago
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29 Days Ago
merge mortar_prototype to main
29 Days Ago
Fix cooking tests failing Improve the existing ones, add a note to expand in the future
29 Days Ago
Clean: cache span from ActiveTriggers.Objects Tests: none, trivial change
29 Days Ago
main -> vendingmachine_ui_refresh
29 Days Ago
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29 Days Ago
Merge: from main
29 Days Ago
removed uneeded anims events from some 3p anims
29 Days Ago
Merge: from terrainkick_nre_fix - Bugfix for NREs caused by kicking players(invalidating iterators) while looping over StableObjectArray Tests: kicked self through clipping in terrain - no NREs
29 Days Ago
Merge: from main
29 Days Ago
industrial electric furnace - gibs - corpse model - updated prefabs - ran manifest
29 Days Ago
Optim: Avoid double indirection when looking up active triggers - enabled by use of invalidating RemoveAtSwapback TriggerParent.StableIndex is only const during a frame, it now can change between frames Tests: built a 3-piece boat with a ladder, jumped around it
29 Days Ago
Updated player update animation import preset
29 Days Ago
exported edited 3p swimming anims
29 Days Ago
Test placement for accelerate. item setup.
29 Days Ago
merge from automated_testing
29 Days Ago
Added category selection to the test runner window
29 Days Ago
Fixing prisoner hood skinning and missing LODs
29 Days Ago
Pool table animation clips - loop and prop pass
29 Days Ago
engineer table stripped - updated
29 Days Ago
Merge from parent
29 Days Ago
merge from automated_testing
29 Days Ago
Fixed TestConveyorSplits and TestConveyorTransfer failing during setup because of stability All entities were spawned at 0,0,0 together and groundwatch was killing them Now setting server.stability to false in setup
29 Days Ago
Merge from parent
29 Days Ago
Merge from main
29 Days Ago
Updated some old client tests to use scoped convars
29 Days Ago
SetUp and TearDown can now fail the test is they throw They run using ExecuteTestInternal like the tests
29 Days Ago
Test runner window now supports repeated tests
29 Days Ago
Update wolf population asset with new convar
29 Days Ago
merge from main
29 Days Ago
Add worldmodel component to binoculars worldmodel Add tree and default to workbenches deploy volume
29 Days Ago
industrial shelves full, half, wall - Adjusted icon colour for better clarity - Adjusted prefab starting material to blue
29 Days Ago
Some new Light LOD system tests
30 Days Ago
Merge from elevator_fixes_apr_26
30 Days Ago
Fix player elevator cables sometimes appearing in the wrong place if the player was too far away from the elevator
30 Days Ago
Disable the hurt trigger on the launch site lifts when the lift is idle, will no longer kill players if they jump while underneath it
30 Days Ago
Require LOS for hurt trigger on player placed lifts, prevents killing players if there's a floor between the player and the elevator
30 Days Ago
Fixed industrial furnace not retaining it's children (storage adaptors) when reskinning with spray can
30 Days Ago
Compile fix
30 Days Ago
Added a new ToggleThrownWeapon animation event, allows us to switch on/off the grenade visuals so they don't stay in the players hands all the time throughout a throw animation Implemented on supply signal, smoke grenades, molotovs, beancans, flashbangs, bee grenades, f1 grenades and firecrackers Fixed incorrect animations on the smoke grenade and firecracker animation overrides
30 Days Ago
Fixed broken NVG sounds
30 Days Ago
New StateSync component for weapon animators Looks for a matching state on the main player model and matches the normalized time on the weapon animator to ensure the animation stays in sync Will need to be applied to each weapon individually, applied on HMLMG reload animation for now