139,023 Commits over 4,474 Days - 1.29cph!

Yesterday
making all ladder hatches have unique uv's
Yesterday
Fix rustnav spam " Trying to use new navmesh despite -useNewNavmesh not being set on server boot."
Yesterday
Fix log spam " Trying to use new navmesh despite -useNewNavmesh not being set on server boot."
Yesterday
Manifest, fixes launch issue
Yesterday
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)
Yesterday
Fix navmesh building using hiRes (monument) resolution for whole world, regression introduced in 145214
Yesterday
Fix normals in edit mode
Yesterday
corrected edit mode initialization and stopped BindRendererBounds from stomping mbp
Yesterday
Optimize "isBuilt" navmesh checks, log time it took to build navmesh async
Yesterday
Merge from main
Yesterday
center block from sculpture setup data in dialog creation
Yesterday
mbp instead of material instance
Yesterday
Use geo clip terrain normal sampled in vertex shader
Rin
Yesterday
merge from PlayerMaintainedMonuments/powergrid
Rin
Yesterday
Supermarket fridge loot pass s2p
Yesterday
FIxed VineLaunchPoint grid not being picked up by ResetStaticFields codegen
Yesterday
Added IncludeInNavmesh virtual field on TreeEntity False by default, return true on vine swinging trees
Yesterday
Add new packed textures
Yesterday
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)
Yesterday
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
Yesterday
Merge from poncho_fur_fix (used BDU_Shirt.fbx version from this branch, stomping conflicting version on main)
Yesterday
Emulate MaxStackable logic when spawning loot to account for container specific loot limits
Yesterday
Merge from main
Yesterday
Merge from JulQuickfire_balane1
Yesterday
Merge from videoplayer_volume
Yesterday
Merge from lunar_masks_wolf_headress
Yesterday
Merge from main
Yesterday
Fixes
Yesterday
Sheep setup Fixed interact colliders on animals affecting navmesh bakes
Yesterday
Shift up the second hotbar so it matches inventory placement
Yesterday
Setup calf with proper model
Yesterday
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`
Yesterday
merge from main -> editor_hotbar_swap
Yesterday
merge from fix_instantiate_persistant_setactive -> main
Yesterday
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
Yesterday
merge from game_room_dlc
Yesterday
Simplify code
Yesterday
Fix the second hotbar prefab not referencing the main inventory
Yesterday
Pool table: - fix offset deploy guide - enable pickup, repair - assign protection and hp - add cloth surface collider
Yesterday
Merge from PlayerMaintainedMonuments/powergrid
Yesterday
Merge from PlayerMaintainedMonuments
Yesterday
Restore recycler change from 158020
Yesterday
Merge from main
Yesterday
Powerplant fuse boxes now zap you if you try to remove a fuse S2P powerplant
Yesterday
merge from grenade_drop_fix
Yesterday
Fix grenades sometimes incorrectly dropping on your feet when you meant to do a regular throw Could happen if you right clicked -> switched away -> went back to grenade -> left click throw
Yesterday
Add the second hotbar to GameUI.Hud.prefab (so much for the dream of not reserializing the large UI prefabs)
Yesterday
Make the second hotbar a prefab instead of cloning the normal hotbar
Yesterday
merge from hackweek_nameplate_dist_sizes
Yesterday
Improved ESP player nametag size updating logic Fixed nametags seemingly floating higher above players' heads the farther you go when using autosizing