141,498 Commits over 4,383 Days - 1.35cph!

Yesterday
Code gen
Yesterday
merge from mortar
Yesterday
Mortar anim updates
Yesterday
Seperate upgrade path logic for prototype/regular
Yesterday
Comitting some mitting metas
Yesterday
More neon sign work - new art, LOD0s only so far, some texture adjustments
Yesterday
More UI
Yesterday
move "inventory full" toast behind the inventory UI, blocks too much
Yesterday
replaced door meshes with door prefabs on kiosks
Yesterday
Merge: from hascloseconnections_fix - Bugfix for BaseNetworkable.HasCloseConnections and GetCloseConnections mot seeing outside of small layer Tests: ran unit tests
Yesterday
Bugfix: ensure players are detected on the border of the network cell - expanded unit tests to cover these cases Tests: ran unit tests
Yesterday
update apartment_complex_monument/prototype
Yesterday
Buncha fixes.
Yesterday
Fix a test fixture convar
Yesterday
apartment doors lods, collision and static prefabs
Yesterday
Added render texture pooling for active light shadow map caching and added an option to the experimental menu section for toggling shadow caching
Yesterday
More UI setup
Yesterday
Merge: from main
Yesterday
Bugfix: fix HasConnectionsClose & GetCloseConnections missing players in medium and large ranges - also add a unit test to validate Connections overload Tests: ran unit tests
Yesterday
merge from apartment_complex_monument/prototype -> apartment_complex_monument
Yesterday
Fix nullref when trying to access Terrain.activeTerrain, use TerrainMeta instead
Yesterday
Revert some UI changes/behaviour. Add separate prototype panel to techtree. Working towards supporting unlock, multi-unlock and prototype unlock options simultaneously.
Yesterday
merge from main
Yesterday
Set new pitch clamps to match animations (30-60deg), update IK hand targets
Yesterday
Bugfix(tests): adjust player spawn distance for TestNetworkRange.OutsideRange cases They can land on a boundary, making it more difficult to reason when working across small/medium/large layers Tests: ran the tests, same results
Yesterday
Bugfix(tests): expand TestServer's network grid from 1k to 2k Previously it was too easy to accidentally setup an out-of-bounds scenario, leading to confusing test failures Tests: ran related tests, discovered couple tests are failing (unrelated to this change)
Yesterday
Avoid repeated calls to Terrain.activeTerrain
Yesterday
testlist
Yesterday
Commit the .meta files that keep popping up
Yesterday
Skinning update for paintball overalls
Yesterday
merge from woodpile_changestage_audio
Yesterday
Rename RebuildAllNavmeshes to RebuildDefaultNavmesh
Yesterday
merge from fix_privaddfriend_vis
Yesterday
merge from computer_station_io (only manifest changes)
Yesterday
manifest
Yesterday
Disable leg animator, re-enable sweep anim, swap to zero rotation sweep.
Yesterday
Fix scientists not shooting most of the time
Yesterday
merge from computer_station_IO
Yesterday
Fix big blue circle for nav projections being distractived when ai.showpaths convar is set
Yesterday
Fix scientist staying in dogfight forever when there is no cover around that protects them from their target last known position, but their target is nowhere to be seen
Yesterday
Prototype sweep anim, move distance calc to server regions, setup mount offset, IK, sweep anim.
Yesterday
update from mortar
Yesterday
Adding sweep animation with no root motion for 3p character
Yesterday
Skinning update for space hazmat
Yesterday
Temp fix for scientists not facing their target
Yesterday
Fixed ice mask/vest not appearing
Yesterday
New(tests): tests for BaseNetworkable.HasCloseConnections and GetCloseConnections - named cell sizes for various layers in NetworkVisibilityGrid Tests: ran tests, failing where expected
Yesterday
add io for twitch rivals desk skin
Yesterday
Alternate idea
Yesterday
console_quickjoin_fix -> main