160,723 Commits over 4,566 Days - 1.47cph!

Yesterday
update from main
Yesterday
more keyframe code cleanup
Yesterday
merge from seagull_update
Yesterday
Merge from livestock_animals, fix slow leading, cows clipping through walls, sheep starving, old animals sleeping or attacking from far away
Yesterday
Merge from livestock_animals, fix slow leading, cows clipping through walls, sheep starving, old animals sleeping or attacking from far away
Yesterday
merge from render_pipeline_testing
Yesterday
Merge from main
Yesterday
potential fix for contacts mugshots weirdness on first render
Yesterday
Prevent cows and bulls from pushing you when you lead them
Yesterday
nuke more unused code
Yesterday
-clean up input handling between dolly/director/sandbox -throw all demo session code into #if CLIENT -remove old timeline grid
Yesterday
- fix invisble players after switching demoui2 scenes - fix baked animation clips not being cleaned up properly - fix weather settings not being applied - backup scene save files if they can't be read. - a bunch of curve editor fixes - clean up a lot of per frame updates for options that aren't needed
Yesterday
Bugfix: batch of potential use-after-free fixes for Item.LoseCondition Just one dangerous method left (plz no more) Tests: industrial + turret automated tests
Yesterday
added wool armour plate, worldmodel/LODs. materials/textures. Icon and prefab setup will need values adjusting - used wood as a base.
Yesterday
merge from aibrain_sleep_spawn_fix
Yesterday
AI movement tick is not ran on AI init if they are sleeping on spawn - long-standing bug, because Think never runs on sleeping AI a destination is never actually set and movement tick is wasted processing
Yesterday
Cinelight mesh fix
Yesterday
Changing the uzi stock now blocks other actions, like a reload Holstering before the stock change animation finishes cancels the stock change Fix animation issue when firing first shot upon entering play mode Fix admire animation not being cancelled Adjust ADS settings again
Yesterday
.meta file
Yesterday
merge from cannon_dismount_rotation_fix
Yesterday
Fix for facing the wrong way after dismounting a cannon on a boat
Yesterday
Bugfix: another batch of fixes from Item.Remove audit - removed 1 alloc DropUtil Tests: ItemContainer unit tests
Yesterday
merge from weapon_refresh_nailgun
Yesterday
Set renderparam bounds to coarse culling camera bounds Add separate shadow pass with shadow distance convar for testing
Yesterday
Yesterday
merge from main
Yesterday
boataicoordinate_tryclaim_fix -> main (broken merge last time)
Yesterday
boataicoordinate_tryclaim_fix -> main
Yesterday
▍▅▇▍▍▆▌ ▅▉▇▍▅▉ ▉▉▆▆▌▍▆▍▌▅▌ ▇▄▅▋ ▍ ▉▊▄ ▌▅▉ ▅▄▅▅█▍ ▅▇▇▇▇▊▋▇▋█
Yesterday
Ensure dead drivers dont keep stale HasDriver flags around
Yesterday
boataicoordinate_tryclaim_fix -> main
Yesterday
boat_ai_movement_improvements -> main
Yesterday
workshopskin_warmup_server -> main
Yesterday
repairbench_reskin_stall_fix -> main
Yesterday
radiation_watergun_fix -> main
Yesterday
Fixed the NRE in BoatAICoordination.TryClaimTarget
Yesterday
Bugfix: another batch of fixes after review of Item.UseItem usages Tests: none, trivial changes
Yesterday
Apples now sway on trees. Moved apple locations on oak_d to the end of the branch. Increased apple LOD distance.
Yesterday
▊▅ ▌▉▋▉▌▄▇▄▅ ▍▋▇ ▍▍▌▌▇ ▌▆▊ ▇▉▊▋▆▋▍▌▅ ▋▉▋▇▊▍ ▊▆▉ █▄▅ ▌▋▇▍▌▊ ▄▊▌▉▅▍▍▋▆▍
Yesterday
Merge from render_pipeline_testing
Yesterday
- Minor code cleanup
Yesterday
Merge from main
Yesterday
merge from 3p_head_wobble_fixes
Yesterday
Merge from per_lights_spec_toggle
Yesterday
Add a placeholder renovation device deployable
Rin
Yesterday
merge from scrap_king_buildingskin_dlc
Yesterday
Greatly improve the movement and avoidance code of the scientist boat ai - Sientist boats steer smoothly instead of weaving side to side, and reliably get themselves unstuck - Context steering uses 16 directions and steers between them instead of snapping to the nearest 45°, which caused a sawtooth style effect (even though we were lerping) - Fixed the stuck reverse never triggering above 32fps, (it measured speed from position change between AI ticks which was 0 most frames) - Boats back off and swing round when stalled, aground or too close to make a turn, and follow an obstacle round when they stop closing on a blocked target - Fixed patrolling boats circling off the shore forever when their orbit point lands on land
Yesterday
merge from main
Yesterday
Added specular toggling for the core lighting path and Forward+
Yesterday
Throttle friends list rebuilds from status changes to once every 2s while the friends menu is open, instead of every 0.2s