137,938 Commits over 4,474 Days - 1.28cph!

Today
Fix progress bar not being hidden when disconnecting from the server by canceling it on disconnect - causes the break-in progress bar to remain stuck on screen (other ones too tbf)
Today
Lighting progress
Today
merge from fix_apartment_hostile_warning_flicker -> main
Today
Add shot director mode, basically the same as demo1 ui camera recording
Today
Fix the "holster your weapon" warning showing when leaving your apartment room for a short duration - give an extra 1s after their weapon is holstered before showing the warning
Today
hook up demo2 UI to the game
Today
merge from fix_ent_kill_position -> main
Today
Show position and network ID when entity commands are used (example: ent kill)
Today
merge from fix_apartment_bag_limit -> main
Today
Set apartment beds to not count towards bag limit - not a big deal since you can only have a single apartment on the map
Today
Add support for certain sleeping bags to not count towards bag limit
Today
merge from delete_timed_lock -> main
Today
Added null check when searching identified ddraw objects to mark them as cleared Merge from hackweek_parented_ddraw
Today
Remove timed lock code as it didn't end up being used for apartments (for accessing security guard room for 5m)
Today
merge from hackweek_parented_ddraw
Today
Fixed a couple issues with "Hide Disabled Tools" options Update KinectSDK to v1.8, add 64bit support (you know, probably) Merged Pull Request * Fixed a few runtime edge cases * Fixed a couple of issues with cookie.GetString - not returning consistent types, not returning values set right after deletion Minor fixes * Fixed Health/Armor HUD extending at 999 and not at 1000 * Fixed compile warning * Fixed Hornet Gun giving 1000s of ammo on spawn/equip for high uptime games * Made Hornet Gun regenerate only up to canonical max ammo (can still get 9999 ammo, just not through regen) Fixed a crash with decals/rendermodelshadow
Yesterday
Pull in shelve for runtime fbx -> animation clip parsing
Yesterday
merge from main
Yesterday
merge from main
Yesterday
More tuning, fix spine twisting, make leg animator glue work better with turn in place
Yesterday
merge from icewall_col_fix
Yesterday
Shrunk nameplate inner colliders a tad Added comment component onto the collider to describe its meaning
Yesterday
Whitebox progress
Yesterday
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Yesterday
Server compile fix
Yesterday
Post-merge cleanup and fixes
Yesterday
update gas station maintainable prefabs from new environment
Yesterday
gamesroom shotgun trap - textures updated, still work in progress
Yesterday
merge from hackweek_parented_ddraw
Yesterday
merge from hackweek_parented_ddraw
Yesterday
merge from main
Yesterday
merge from PlayerMaintainedMonuments
Yesterday
merge from fix_apartment_bathroom_door -> main
Yesterday
Add monumentblocker_barrels_100x300.entity and gibs
Yesterday
Fix bathroom door requiring apartment ownership to open & close - don't need to block access to the bathroom for non-tenants
Yesterday
merge from fix_apartment_fridge_transfer -> main
Yesterday
Fix compile error
Yesterday
merge fix for fridges to the correct branch
Yesterday
Bar stools - Added WIP lowpoly for both variants, added empty materials, updated deployed prefabs with new WIP art
Yesterday
Fix fridges not transfering their content when upgrading your room - caused by only checking for StorageContainer, not IItemContainerEntity which grabs IO entities like fridges - add 'printapartmentfurniture' command to print off all entities inside the room (which is how I spotted that fridges weren't considered storage)
Yesterday
Fixed nametags showing through Short Ice Walls https://files.facepunch.com/raul/1b0911b1/09_19-29-WarmIndigowingedparrot.mp4
Yesterday
Fixed inaccurate High Ice Wall collision Removed High External Stone Wall collider out of the ice wall prefab Added inner boundary collider for nametags
Yesterday
Merge from PlayerMaintainedMonuments/powergrid
Yesterday
S2P powerplant
Yesterday
Merge from PlayerMaintainedMonuments
Yesterday
When powergrid stage changes now notify all powergrid entities via a work queue instead of churning through them all in 1 frame Work queue process order is sorted by distance, entities closest to the powerplant receive notification of a stage change first Update powergrid.status convar
Yesterday
Rock Sculpture - texture update and new shader features
Yesterday
Powerplant exterior updates.
Yesterday
game_room_dlc -> main (missed files)
Yesterday
game_room_dlc -> main