135,470 Commits over 4,293 Days - 1.31cph!

1 Year Ago
merge from primitive_gm -> primitive
1 Year Ago
Add NRE checks to SpawnGroup (to account for some spawners having null prefabs)
1 Year Ago
Probably fix infinite loop in game.cleanupmap Undo changes to bone_manipulate entity Appears to be server/client sync dependent Fixed bone manipulated entity's render bbox exploding For some models (probably with procedural bones?), if bone manipulated, the renderbounds can explode drastically due to bones that are "unreadable", negatively affecting shadows as well. Read kb_act.lst from MOD Added Entity:Alive Hammer: Fixed collision model being offset in 3D when dragging Hammer: Fixed keybinds for 1 & 2 not updating the setting correctly Do not set thread count to 1 if the CPU has over 32 of them Limited to 64 now, and is clamped instead of resetting. Pull Request: Fixed inconsistent margins on language list/start game Fixed "Toggle" input on triggers improperly toggling the entity It was not actually setting the enabled state, only making it non interactable. Now properly sets the enabled state, just like Enable/Disable inputs do Geiger counter only reacts to enabled trigger_hurts
1 Year Ago
Bugfix: ServerDemoPlayer - don't duplicate connected players - Also added expanded tick logging Connected player doesn't move due to tick divergence - investigating. Tests: played back a 2 player demo with 2nd player connecting half-way-through. Only one player gets created in expected position
1 Year Ago
Add primitive server browser tag Fix existing gamemode tags not appearing to work
1 Year Ago
exported tiger swipe at fire anim
1 Year Ago
S2P ferry terminal
1 Year Ago
Fix ferry terminal train tunnels always being blocked off instead of only being blocked when underground trains is disabled
1 Year Ago
▋ ▊▅▍▄▆▆▆▊▊▊▉ ▅▆▊▇▉▍ ▌▋▄▉▍ ▌▌▊ ▆▄▄▇▆▉▄ ▆▋█▅▅▌▄ ▇▌███▄▉ ▉█▄▄ ▄▉▆▉▅▊▇▄
1 Year Ago
▅ ▇█▋▉█▌▋ ▉▇▌▋█▋▍▋▅▆▌▇▌▇▋█ ▋ ▍▇▇▋▉ ▍▆▊▆▇█▆ ▉▋▉ ▉▉▌▇▍▅▆▉▇▍ ▌▊▌▄▇ ▌▉▄▍▊ ▄█▍▍█▊ ▅▅▇▉█▊▉▇▋▇ ██▉ ▊▋▌ ▄▌ ▊▆█▊▍█▍▆ ▉▅▉▅▉▍▌▆▄▄▆▌█▆ ▄▉▆ ▍█ ▄█▇ ▌▅▇▄▆▅▆ █▆▌▉▅▄█▌▊▋█▉▆▊▊▊▆ ▇█▆▌█▍ ▄▌▋▆ ▆ ▇▋█▋ ▋▄▉▌▇ ▆ ▆▆▉▋▊▆ ▄█▆▊▆▉ ▄▋▋▌▇▄▆▌▋ █▌▆█▌▆ ▊▌▅▄▌▇ ▄▄▆▊▅ ▌▋ ▍▇▉ ▉▍▋▋▋ ▍▌▊▉ ▉██ ▌▇ ▆▆▋▍ ▇▊▄▊█▆▄▊▉▆
1 Year Ago
Submitting scaled down ballista weapon rig
1 Year Ago
manifest
1 Year Ago
merge from primitive/gameplay
1 Year Ago
techtree 2 progression gate workbench 3 (for now)
1 Year Ago
merge from primitive -> primitive_gm
1 Year Ago
Fix T2 tech tree appearing twice
1 Year Ago
added new mount art for static ballista
1 Year Ago
Fixed ram lighting enabled state not looking quite right.
1 Year Ago
reset horse spine local pos after ragdolling so it doesn't occassionaly turn into an accordion
1 Year Ago
Cherry picking 111563
1 Year Ago
horse ragdoll tweaks
1 Year Ago
Editorconfig updates (end_of_line = lf, insert_final_newline = true, resharper_csharp_wrap_lines = false)
1 Year Ago
Fix oversight in aim time calculation
1 Year Ago
Fix tiger thinking someone is always aiming at him
1 Year Ago
- Code cleanup - Can pickup hive if theres no honeycomb left inside (you lose the bees inside on pickup)
1 Year Ago
Merge from multi_auth_radius
1 Year Ago
Add authradius_radius and deauthradius_radius. Eg "authradius_radius 5 5" to auth everyone within 5 units (of the command issuer) on all entities within 5 units of the command issuer.
1 Year Ago
- Added honeycomb - Beehive now stores items (honeyomb) - Beehives generate more honeycomb the more bees are inside - Bee's wont generate unless theres some initial honeycomb inside the hive
1 Year Ago
Fix baseEntity.query returning client entities in editor
1 Year Ago
Added depth checks when writing to the Additional Flags buffer in the GBuffer pass
1 Year Ago
Update: ServerDemoPlayer - automatically validate the demo offsets if debug.json is available Tests: Recorded a single player session on craggy - no reported errors.
1 Year Ago
adobe wall and gate bug fixes. frontier wall and gate gibs and lods.
1 Year Ago
Restrict shotgun ammo types Restrict SAM ammo T2 Techtree progression
1 Year Ago
further ragdoll tweaks - larger colliders - more aggressive ragdolling end thresholds - don't apply as much velocity when starting ragdoll from the initial pose
1 Year Ago
Update: FullServerDemos - add basic debug json packet logging I confirmed that my packet reconstruction goes wrong at some point, so now need this to help track down what logic is borked. Tests: recorded a short demo on craggy - got a valid debug json
1 Year Ago
Sam Site restricted
1 Year Ago
Swapped beehive prefab over to using new blockout
1 Year Ago
T1 Tech tree, relatively unchanged
1 Year Ago
Tweaked siege weapon constructables deploy volumes
1 Year Ago
Siege Weapons weaker to fire type damage Siege vehicles crafting cost basic pass Metal Facemask and chest prim locked
1 Year Ago
Merge from main
1 Year Ago
exported tiger prowl low/idle anims
1 Year Ago
Remove unused tiger state, and fix NRE when no corpse is assigned (tiger will just disappear on death until we make a corpse for it)
1 Year Ago
added new player loadout
1 Year Ago
Added GetRedirectHealthInfo in BaseCombatEntity, allows us to show another BaseCombatEntity health when being looked at BallistaGun shows the health of the vehicle Horse temp ragdoll shows the health of the horse
1 Year Ago
merge from med ak skin branch
1 Year Ago
Add counter to blackboard
1 Year Ago
When the tiger is sneaking, it will flee if aimed at from far enough, but charge if it's close
1 Year Ago
Added ApplyEnvironmentVolumeChecks to SpawnHandler Added EnvironmentVolumeCheck component to divesites
1 Year Ago
don't let ragdoll test convar try and ragdoll a client entity