131,153 Commits over 4,232 Days - 1.29cph!

15 Days Ago
Try merging two existing puzzle resets into the larger one so we only have a single RadiationTrigger in the monument - remove PuzzleReset generator that had no IO connections - move it's SpawnGroups over to the other PuzzleReset Enable radiation on the new single puzzle reset S2P
15 Days Ago
Skip spawning Xmas event gifts to debug.invis players
15 Days Ago
Add radiation to harbor 2 keycard room S2P
15 Days Ago
Compile fix, third times the charm
15 Days Ago
Add radiation to harbor 1 keycard room S2P
15 Days Ago
Move ferry terminal puzzle reset over to the puzzle room because it was on the wrong side of the monument Enable radiation on the ferry terminal keycard room S2P
15 Days Ago
Don't spawn eggs/candy for debug.invis players during seasonal events
15 Days Ago
Enable radiation on airfield puzzle room S2P
15 Days Ago
Compile fix again
15 Days Ago
horseriding - updated anim settings
15 Days Ago
jackhamer - set to use custom spine & added values
15 Days Ago
Compile fix
15 Days Ago
Moved all test runner convars to DEBUG only
15 Days Ago
- Save drone accessibility state to the vending machine flags - Recalculate if any physics neighbours change
15 Days Ago
Update: ISubscriberStrategy.GatherSubscriptions outputs whether it has fully or partially gathered subscriptions - all existing implementations report "full" gathers This feeds into whether we'll stop running UpdateSubscriptions or not. Will use this to throttle-and-prioritize cell streaming to spectators Tests: editor compiles
15 Days Ago
sound changes on 50cal PT boat guns
15 Days Ago
including water depth in shallow water velocity scaling
15 Days Ago
Make sure the shore vector array is not filled with NaN values when water system is null
15 Days Ago
Actually we can't use ResetStaticFields here, its in a DEBUG define Added the ResetStaticFields method in TestRunner.cs
15 Days Ago
merge from puzzle_reset_changes -> main
15 Days Ago
ResetStaticFields on TestRunner
15 Days Ago
Jump improvements: - Setup ladder triggers around junkpiles to make jump ups easier - Add kinematic rigidbodies to junkpiles (better collision detection) - Boyancy point improvements
15 Days Ago
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15 Days Ago
Adding m92 refresh viewmodel rig
15 Days Ago
Merge from parent
15 Days Ago
Merge from volume_checks
15 Days Ago
Merge from volume_checks
15 Days Ago
Make radiation sphere outer range gizmo yellow so it's a bit more clear which puzzles have radiation at a glance
15 Days Ago
Add `drawpuzzleresets` convar so you can ddraw the puzzle resets & radiation ranges at runtime - will only show to admins who are inside the reset ranges - will update every 10s, based off puzzle reset code
15 Days Ago
Remove debug drawing
15 Days Ago
Setup remaining blocks
15 Days Ago
Updated folder paths, updated test list
15 Days Ago
merge from cargoship_cameras
15 Days Ago
Update network groups of cargo cameras inside the main cargoship movement update Fixes an issue where they stop working after cargo left its original spawn position
15 Days Ago
Renamed Tests folder to AutomatedTests
15 Days Ago
Wrapped all the test code in #if DEBUG
15 Days Ago
DDraw .meta files
15 Days Ago
Merge: from networkpositiontick_reduce - Optim: buoys, containers, water-junkpiles and vines no longer always replicate their position. Reduces number of NetworkPositionTick invokes from 2309 down to 522 on 4.5k map Tests: interacted with each prefab type, observed up close and from afar
15 Days Ago
Update: codegen Tests: editor compiles
15 Days Ago
Merge: from main
15 Days Ago
Cherrypick DDrawCommand from naval update
15 Days Ago
merge from main
15 Days Ago
Loot Panel sorting ui
15 Days Ago
merge from boat_building
15 Days Ago
exported updated 3p chainsaw anims, also setup chainsaw entity to use r prop and removed offsets translation/rotations from the lods
15 Days Ago
merge from naval_update
15 Days Ago
merge from deepsea_height_data
15 Days Ago
Bugfix: profile.CountSyncMoveEntities - check if invoke handlers are not instantiated - Also add a total count Tests: used it while swinging from vines
15 Days Ago
undid temporary boat code, now using heightmap queries regularly
15 Days Ago
simple deepsea/mainland heightmap query split (5th iteration of it) - currently limited to positional queries, normalized coord queries map directly to mainland data still - also fixed issue with deepsea shorevectors where they weren't being rotated into worldspace properly and still pointed in localspace directions