156,196 Commits over 4,536 Days - 1.43cph!

Junkyard loot room
Today
merge from critter_animals
Today
Add haptic feedback toggle to gamepad options UI
Today
squirrel prefab and animator updates with split idles
Today
remove sleeping from critters, most are active during the night anyways and saves some extra time
Today
Codegen
Today
disable all of rabbit interest, taking up queue budget
Today
Apply haptic feedback branch/shelves.
Today
made ladder hatches skinnable, set up open/close script on them for workshop, will need screenshot code fix and also replacing with new art
Today
merge from render_pipeline_testing
Today
merge from main
Today
fix player eyes in player preview applying fog from the main camera render in RRP
Today
population changes
Today
turtle spawning fix
Today
Restored beehives to oak_b,c and e. oak_e has 100% chance to spawn beehive (just for testing)
Today
Add tests to prove the threaded logging system is still working with the new fix
Today
Add 10k queued log message cap & prevent exceptions thrown while sending messages to RCON from being logged to RCON itself - unity already protected against main thread log callback calling invoking the callback recursively but we need extra protection for RCON
Today
integrate new frog anims, with randomness factor for different jump types
Today
Update gamepad_configure to call the new ShowBindingPanel from the FP.Steamworks DLL so we can finally call the Steam input gamepad config screen without a hack.
Today
Merge: from main
Today
Merge from fp_steamworks_more_gamepad
Today
Merge from main
Today
New automated test checking worldmodels don't have too big of an offset within them, which can cause the worldmodel outline to disappear when the outline visibility origin is too far outside its collider (was recently an issue with the ladder) Fixed 8 problematic worldmodels
Today
merge from automated_testing
Today
merge from customvitals_noise_fix
Today
Fixed the custom vital template not having the background.tile sprite assigned, missing its texture - it now matches with the rest of our vitals
NMS loot room Launch site room fix
Today
merge from sv_clientadmin_exposures
Today
Exposed weather.load and weather.reset to be callable on the client from the server Codegen
Today
Built new FP.Steamworks dlls with vibration/haptic feedback support and the ability to show steam input gamepad binding screen.
Today
Merge: from ui_store_slim_ram/blurhash - New: HttpImage now know how to render blurhash images as loading placeholders Tests: navigated through store
Today
Bugfix: if httpimagedelay expires, use results of first request that completed Tests: navigated store with httpimagedelay 10 and waiting till it expired
Yesterday
Update: generate blur textures of matching aspect ratio to original image Tests: inspected store with httpimagedelay
Yesterday
merge from main
Yesterday
Add HDR version of the default cubemap Update localization files Fixed a graceful crash with prop_vehicle_crane Fixed "Invalid HitboxSet" warnings with util.Trace Minor cleanups
Yesterday
Turn in place: chest-led rotation, 45 degree steps, head IK toggle player_model.prefab - head Gain 1.6->0.5 / Max 30->9.1, chest Onset 14->0 / Gain 1.0->2.2 / Max 20->28, TurnSpineLowerShare 0.45->0.85: the chest now carries the aim from the first degree of offset instead of the head absorbing ~19 degrees first, which is what caused the gun/aim disparity. PlayerModel.Turn.cs - turnminstepangle default 90->45: only the 90 clip was reachable so every commit swung a full 90 regardless of need, and this also drops the re-commit stability floor from 45 to 22.5. PlayerModel.Ik.cs - added pm_headik static (default on, no behaviour change) to disable the head look IK, which proved the head/gun misalignment and idle/ADS snap come from the IK rather than the animation export. DevTurnTuner.cs - on screen Head IK button plus L hotkey so that toggle is reachable in play without the console.
Yesterday
grenade_client_prediction -> main
Yesterday
- Fix complex on throw result - Compile fixes
Yesterday
merge from main
Yesterday
merge from main
Yesterday
merge from Frog_Branch -> critter_animals
Yesterday
Update: StoreBundleTool improvements - deduplicate serialized objects to reduce number of saves - deduplicate ProxyPaths to reduce number of field-callback invocations - document loss of data and why it happens Tests: ran the script
Yesterday
exported updated frog anims
Yesterday
main -> grenade_client_prediction
Yesterday
merge from render_pipeline_testing
Yesterday
work around weird skinviewer viewmodel errors
Yesterday
Another fencing deployment pass Fix them being sunk into terrain quite a bit by default, prevent sinking them further in while connecting to another fence Slightly improve placement on sloped terrain, allowed them to be placed at an angle (within 20°) Got rid of a baked in rotation in all of the sockets
Yesterday
Water treatment plant and sewer branch loot rooms
Yesterday
Define fixes
Yesterday
updated lamb model with new lods. added and updated new lamb fur textures. added lamb fur lod material.