137,722 Commits over 4,474 Days - 1.28cph!

Today
Made apartment.adminapartmentnoclip a server variable instead Client compile fix, codegen
Fix darts throwing towards the player and bricking the darts board
Today
Bugfix(tests): ensure env volumes get cleaned between TestIsFlyingConsistency runs Found a test that fails when run in isolation Tests: ran unit tests
Today
merge from main
Today
Bugfix(tests): use test state caches for PlayerState Fixes failures from previous change. Spotted a bug that should cause a failure, yet it passes somehow - will investigate next Tests: ran AH perf and unit tests
Today
Added logs in bootstrap when each step starts and ends, helps debugging issues
Today
assigned temp baseplate to rock sculpture
Today
Update: move generic AH state from BasePlayer to AH.PlayerState struct Tests: ran AH tests, perf tests failing (will fix next)
Fixed world setup in train tunnels test to make dwelling spawning work
Today
Cherry-pick: Fix shader errors about undeclared identifier '_ST_WindBranchAnchor'. (Use SpeedTree 8 Wind)
Today
Fix shader errors about undeclared identifier '_ST_WindBranchAnchor'. (Use SpeedTree 8 Wind)
Halloween costume prefab fixes
Today
Create new livestock testing scene with ai enabled Setup cow movement speeds
Train tunnels test scene cleanup
Today
temporary pack icon, set up shotguntrap as skinnable and hooked up gamesroom shotgun trap skin to it
Today
crate texture update
Today
Bugfix: add missing reset call for noclip states - also minor refactor Tests: ran unit tests
Yesterday
merge from oldconsole_purge
Yesterday
More unused code
Yesterday
Manifest update and collision for lockers damage stages
Yesterday
Remove more old unused code Removed legacy_erroroverlay
Yesterday
Fix safety delay not working with a potential range
Yesterday
Fixed the satellite prefab path for test commands
Yesterday
Enable saving on Satellite.entity again
Yesterday
Fix potential issue with satellite being destroyed before impact leading to bricked flow. Should never happen, but worth covering.
Yesterday
Clean: minor refactor - remove dead prop - wrap unparentTime in prep for moving to it's own state array Tests: compiles
Yesterday
Manifest update
Yesterday
Monument blocker stacked lockers - stage 1 to 3 plus gibs, plus prelim entity setup. Material is placeholder test, will be replaced w/ retexture
Yesterday
Bugfix(tests): use passed in array instead of global static when checking overlap with player Same bug as before but on a batched path - guess I was sleep deprived yesterday. Tests: ran all AH perf and unit tests - they pass
Yesterday
Bugfix(tests): use correct array when checking overlap with other player Fixes PerfIsFlying tests, gotta fix the batched now Tests: ran perf + unit tests
Yesterday
Fixed crash when closing dev tools
Yesterday
Move cathode volume component into project
Yesterday
Clean: move noclip state from BasePlayer to AntiHack.PlayerNoclipState Tests: ran all AH tests, unit tests pass but perf tests fail (for flying checks, will fix next)
Yesterday
Assigned material to halloween costume
Yesterday
Fixing import warnings for haloween costume
Yesterday
Added an extra check to the NightLightRenderPass to skip it if there are still issues with it
Yesterday
merge from smallbackpack
Yesterday
Added the lens dirtiness volume component
Yesterday
Fixed downloadable backpack workshop model
Yesterday
Cathode renderer feature Setup cctv, cctv_manpad, and attackhelicam RRP volumes and overlays
Yesterday
Trying new impact detection method out
Yesterday
Add debug drawing for impact
Yesterday
Prevented the night light volume component from being null in a build
Yesterday
Submitting alien costume with new mat names
Yesterday
merge from main
Yesterday
Removed old EngineUI prefab
Yesterday
Yeeted and moved more stuff
Yesterday
Clean: move IsNoClipping code to unit tests Tests: compiles
Yesterday
Moved the supermarket freezer in a more logical position, more space all around. Supermarket S2P
Yesterday
Removed old console code and prefabs