161,596 Commits over 4,597 Days - 1.46cph!

Yesterday
Nail gun position and rotation amended
Yesterday
Fixed TravellingVendorSounds.UpdateTireSounds NRE properly - caused by vehicle pooling - VisualTick kept running after DoClientDestroy
Yesterday
Added in the Uzi into the scene
Yesterday
Fix TravellingVendorSounds.UpdateTireSounds NRE - Real cause probably vehicle pooling
Yesterday
Uzi: stock always folded when holstered, unfolds on deploy - new w_uzi deploy_stock anim with the stock unfold, hooked up in w_uzi controller - 3p deploy_stock updated to match the viewmodel unfold - Uzi.cs: holstered world model always shows the stock folded (visual only, still in rifle mode) - updated 3p aniims to match correct bolt position, fix out of sync issues
Yesterday
Door.SetSwingDynamic NRE guards
Yesterday
merge from f1items_nre_fix
Yesterday
merge from gamepad_focus_nre
Yesterday
merge from get_networklodcell_fix
Yesterday
merge from drop_bind_fix
Yesterday
merge from pickupnotice_nre_fix
Yesterday
merge from LightHouse_Cratefix2
Yesterday
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Yesterday
merge from bird_critters
Yesterday
merge from melee_nre_fix
Yesterday
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Yesterday
merge from distanceflaregammafix
Yesterday
merge from laserstretching_fix
Yesterday
merge from npcencountertimer_fix
Yesterday
merge from nameplates_maxnameplates_hotfix
Yesterday
merge from netread_nre_fix
Yesterday
Merge fix
Yesterday
Fixed CAI_BaseNPC::IsPlayerAlly in multiplayer * Fixes Alyx not picking up shotgun in multiplayer in a scripted scene on ep1_c17_02a Potential crash fixes & cleanups More potential crash fixes & cleanups with various entities Final set of entity related fixes for now Remove some unused C_Team related stuff Try to prevent more matproxy related crashes
Yesterday
- New AttachmentMountScale component: client-only, resets parented mods to localScale 1 so they inherit the mount's scale - Entity parenting uses worldPositionStays, which counter-scales mods and cancelled or skewed any mount scale in 3p - Added to uzi.entity.prefab flashlight.attachment and barrel mounts, scales tuned for the uzi
Yesterday
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Yesterday
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Yesterday
NPC phone calls ignore the MaxConcurrentCalls cap
Yesterday
fix NPCEncounterTimer error
Yesterday
fix vclouds "kernel not set" error sometimes showing up
Yesterday
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Yesterday
OnClothingItemContentsChanged no longer calls OnClothingChanged Looks like it was doing this for recalculating protection from armour inserts, but this only needs to call SV_ClothingChanged Fixes a bug where items moved to/from slot 7 of a backpack were being treated as equipping/unequipping a backpack. Also removes some redundant inventory server updates on every item moved to/from a piece of clothing
Yesterday
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Yesterday
Contact list note saving fix
Yesterday
some setting up lever action rifle anims/anim controller
Yesterday
Fix demo name overflowing when its 16 characters or more.
Yesterday
Updated softcore modal to match the recent softcore changes
Yesterday
Fix demo export being clamped at 240fps, fix demo timescale stuttering at values below 0.2
Yesterday
Fix sorting order for demoui2 being under community ui
Yesterday
Force coast runs to work properly. Force the group comes in close and drives along the shore in formation a couple times during the event
Yesterday
Accompanying code changes to ensure the new rail gravel meshes are still placed with the pivot on the rail line so the extended mesh goes into the terrain
Yesterday
Fixed supply drop on Primitive game mode not having blueprint pages
Yesterday
Removed reference to deplkoyable corpses from softcore Information panel since it was removed
Yesterday
Changed train track procgen material to be opaque to get more UV space out of the gravel part (don't need visual blend on the gravel skirt now as it should always be well under terrain)
Yesterday
Fixed the new DistanceFlareRenderer converting already linear space HDR as if it was Gamma. Fixes blown out distance flares.
Yesterday
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Yesterday
Update: replicate AssetSceneManifest from current asset scene states when building ContentDir Temp version to avoid constant asset scene rebuilds while iterating Tests: none
Yesterday
Update(editor): expose "Use ContentDir" toggle Tests: toggled on/off, used the path override
Yesterday
Update: pipe AssetSceneManager's scene un-/load requests back to FileSystem Allows ContentDir to load via LoadableSceneId Tests: none
Yesterday
Merge from main. Conflicts on train tunnel double switch and single corner, accepted main version so needs redoing locally with any changes
Yesterday
Bugfix(editor): update unity version check for 6.7 Tests: script recompile - no more errors