138,427 Commits over 4,474 Days - 1.29cph!

Yesterday
merge from main
Yesterday
merge from shield anim subsystem
Yesterday
merge from main
Yesterday
Better subsystem blending values
Yesterday
Added a scene view gizmo showing the player model when a Generic Mountable Animation Sub System is selected Matches the existing mountable gizmo behaviour
Yesterday
Nuke shield hand entity offset from all held items that had it, it's no longer used, shields just work.
Yesterday
- Play a viewmodel hit animation - After hitting the ball keep the player mounted for a few seconds so they can see the result of their shot
Yesterday
Clean up old code/states
Yesterday
Stop pool mountable dragging you along with the cue ball once you shoot
Yesterday
Create a new Player_LowerBody_RootPosition avatar mask, apply to bar stools
Yesterday
Actually put the 8 ball in the middle like real pool Cleaner game in progress/leave game logic - makes everything clearer
Yesterday
Subtract 157099
Yesterday
Fix alt looting from player corpse bags -> player inventory - fixes clothing alt looted from dropped item containers not being worn if you are already wearing clothing - fixes clothing that would be dropped if you have a full inventory by trying to force move the items into the corpse bag first (bypassing the "no item input" manually)
Yesterday
Start Singleplayer & Start Multiplayer pool game options - More complex setup for mp game, joining/leaving etc
Yesterday
Correct values this time
Yesterday
Buff to snow jacket cold and bite protection, now serves a bit more of a purpose in the arctic.
Yesterday
main -> game_room_dlc
Yesterday
Added option (default disabled for now) to require active powerplant powergrid to powerup satellite control computer (in addition to tech trash)
Yesterday
use new RRP/BRP grab pass subshaders for player pixelation
Yesterday
Added tooltips to various elements (texts and close button) on cui.cui_test Updated cui.cui_test background image URL to use https
Yesterday
Remove TEXTUREFLAGS_VERTEXTEXTURE when loading vtf from disk * This is breaking some textures on ToGL with certain file formats? Anyway, I don't think there any reason for this flag to be allowed when loading .vtf files from disk, it's an internal flag for render targets from what I can tell Fixed some math lib discrepancies on 64bit builds affecting networking * Inconsistent math between 32bit and 64bit client was causing 8bit networked floats to be decoded incorrectly, causing Vortigaunt beam effect to have lifespan of 0 instead of the intended 0.1
Yesterday
merge from main
Yesterday
merge from sv_console_history
Yesterday
Added caret repositioning support (using left / right arrows) Use Ctrl to jump to the nearest space https://files.facepunch.com/raul/1b1311b1/13_22-33-GrownPortuguesemanofwar.mp4
Yesterday
gamesroom jukebox - tidyup folder - full setup jukebox prefab with all the things - merged models to single mesh - removed redundant materials and old model
Yesterday
merge from automated_testing
Yesterday
only players in the game can reset the board, otherwise you must wait for idle endgame timer
Yesterday
darts fixes - fix RPC_UpdateThrowTimer (pretty sure) - fix deploy bounds - fix collider not being representative - include mat in placement guide - remove rotate from placement - set health value - can only palce dartboard on construction - add ground watch - fix look rotation error spam - fix SpawnReticle NRE - fix outofrange exception in 2 player - remove "win game" placeholder effect that was causing crash - adjusted bounds of everything in the prefab
Yesterday
New automated test checking all Gibbable components for mesh colliders that are missing RW All pass as expected
Yesterday
merge from fix_realmed_remove_warning
Yesterday
Fix RealmedRemove warnings on small ramp and advent calendar
Yesterday
Update(tests): patch WeaponRack Tests: TestMTSave(WeaponRack) pass
Yesterday
Update(tests): patch VendingMachine Tests: TestMTSave(VendingMachine) pass
Yesterday
Update(tests): patch VehicleModuleStorage Tests: TestMTSave(VehicleModuleStorage) - pass
Yesterday
Update(tests): skip module spawning for VehicleModuleCamper in tests Tests: TestMTSave(VehicleModuleCamper) - pass
Yesterday
Update(tests): patch TravelingVendor - skip spawning mapMarker and preventBuilding trigger when testing Tests: TestMTSave(TravelingVendor) - fails on IsGrounded while updating flags
Yesterday
jukebox prefab updated with greybox model
Yesterday
Update(tests): patch TrainEngine Tests: TestMTSave(TrainEngine) - fails on GetNetworkTime
Yesterday
merge from fix_baseentity_query_nre -> main
Yesterday
Extra hardening to fix exception inside DoServerDestroy() by checking if children are null before calling child.OnParentRemoved()
Yesterday
Extra hardening by checking if entity is null inside SocketMod_PlantCheck too
Yesterday
syncvar_initialiser_support
Yesterday
Fix a few NREs called by the new initialiser support
Yesterday
Update(tests): patch TrainCar Tests: TestMTSave(TrainCar) falls over in GetNetworkTime
Yesterday
Don't just skip over entities that are destroyed in BaseEntity.Query, make sure they are removed in the narrow phase
Yesterday
Update(tests): patch Telephone Tests: TestMTSave(Telephone) passes
Yesterday
Update(tests): bypass priv spawn in unit tests Tests: TestMTSave(SteeringWheel) passes
Yesterday
Update(tests): patch StashContainer Tests: TestMTSave(StashContainer) passes
Yesterday
merge from main -> fix_baseentity_query_nre
Yesterday
Update(tests): use TestFuelSystem when running tests for SmallEngine Tests: TestMTSave(SmallEngine) - passes