240,704 Commits over 3,867 Days - 2.59cph!

11 Months Ago
merge from pickup_car_lift
11 Months Ago
fixed offset in gingerbread triangle roofs colliders
11 Months Ago
merge from main
11 Months Ago
Leaderboard backup, run #7468
11 Months Ago
GameObjectNode is editable
11 Months Ago
Add basic editing to TreeView entries * BaseItemWidget added OnBeginEdit virtual method * Implement editing to TreeNode & TreeView
11 Months Ago
Merge from Twitch_Rivals_IV/map
11 Months Ago
Add `player_state_cache_evictions` convar to print the number of times the cache has been evicted due to not enough capacity
11 Months Ago
Add `player_state_cache_count` convar to print the current size of the player state cache Add `player_state_cache_size` convar to change & print the capacity of the player state cache Increase cache size from 1k -> 10k to reduce the cache misses & reserialization when at high pop with teammates offline
11 Months Ago
Merge from Twitch_Rivals_IV
11 Months Ago
None mode compile fix
11 Months Ago
Prevent wire tool from NREing when trying to right click remove points if it gets into an invalid state
11 Months Ago
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11 Months Ago
Added included door.
11 Months Ago
Added new entity privilege system. Swapped legacy shelter over to using it.
11 Months Ago
Only begin editing if there's a selection
11 Months Ago
Minor refactoring
11 Months Ago
Shift things around a bit
11 Months Ago
Oops, already had some code for PositionTickRate
11 Months Ago
Use FixedUpdate tick for the player corpse position sync. Seems to keep them in sync with vehicles they're on a bit more reliably
11 Months Ago
Added support for showing all members of every team on the map while spectating For this to work the spectator needs to run "global.toggleSpectateTeamInfo 1" to start sending the data By default all teams are shown, on the client the BasePlayer.filterSpectateMapTeamID can be used to filter to a specific team (0 = show all teams) Map markers are shown in the correct team colour and will match their nametags RelationshipManager.createAndAddToTeam will no longer NRE when attempting to assign a player to an existing team (they will get assigned to that team) Moved colours for friendly/hostile/clan into static colours instead of the player nametag prefab for access elsewhere
11 Months Ago
Don't interpolate ragdoll rigidbodies on the server side. This change actually improves the collisions, weirdly enough.
11 Months Ago
Set default ragdoll collision mode to Continuous Speculative - same rationale as for dropped items
11 Months Ago
Enabled ragdoll <-> vehicle collision
11 Months Ago
Fixed AddRenderer on SkeletonSkinLOD being called before Awake when using server-side ragdolls
11 Months Ago
Merge from Twitch_Rivals_IV
11 Months Ago
Merge from Twitch_Rivals_IV/racing
11 Months Ago
Added a timeout for races (WaypointRace.raceTimeout convar, defaults to 15 minutes) Move WaypointRace component to vehicle position every frame so the player will never leave network range Tighten up toast wording
11 Months Ago
Merge main -> ServerSideRagdolls
11 Months Ago
Improve GameObjectToggleState handling in different hierarchies
11 Months Ago
Extended "Developer/LocalCoord Diffuse" shader to support Alpha and AO; added optimized variants without textures
11 Months Ago
Added a GameObjectToggleState state machine behaviour, can specify a range of an animation in which a given gameobject in the hierarchy can be on or off Assigned to single reload anim to toggle the ammo mesh on and off
11 Months Ago
Changed HBHF from radial menu (hold E) to a dialog (like electric branch) Added checkbox to toggle "Authorized Players" and "Unauthorized Players" Changed default of HBHF from auth + unauth -> unauthed players only Allow configuring HBHF before they are plugged in, as long as you have building privledge
11 Months Ago
Fixed barrel attachments not working (transform needed to be called "barrel")
11 Months Ago
Citizen/animgraph: rework input-based lean layers The upper body lean component now works much better, and is nicely staggered with the additive pelvis position component. A copy of the system, with different settings, is now applied while crouching, which improves settling back to idle. The upper body bit is still a bit hacky due to the lack of model-space additive support, but this works OK enough for now. The entire system is composited in *before* the "center delta" system, so it can't stomp any non-default idle poses anymore. https://files.facepunch.com/maxlebled/1b1611b1/2023-11-16%2021-41-22.mp4
11 Months Ago
Update bedframe shape
11 Months Ago
This can be neater now Conna fixed that stuff
11 Months Ago
Live Unit Testing changes environmental variables and I don't know how to change it, so we get this mess More BytePack game var types
11 Months Ago
trimsheet models .meta files
11 Months Ago
Fix clan table map shader compile error
11 Months Ago
Merge from main
11 Months Ago
vm reload updates
11 Months Ago
added icon
11 Months Ago
Added ablity to pickup carlift if its not in use.
11 Months Ago
Add deployable filter category to industrial (the "Items" F1 tab) as it was missing
11 Months Ago
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11 Months Ago
Remove IPD measurement - feels useless here - and clean up Add TrackedDeviceInfo defaults Move performance timing stuff into VRNative.Timings.cs, clean up some more stuff Put some of this data in Performance window too
11 Months Ago
merge from main with the holy re-serialized materials of deeath
11 Months Ago
latest greybox content... and it's a wrap before review
11 Months Ago
Support params object[] when validating method for CodeGenerator.WrapMethod