157,340 Commits over 4,536 Days - 1.45cph!

2 Months Ago
Subtract 157099
2 Months Ago
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)
2 Months Ago
Start Singleplayer & Start Multiplayer pool game options - More complex setup for mp game, joining/leaving etc
3 Months Ago
Correct values this time
3 Months Ago
Buff to snow jacket cold and bite protection, now serves a bit more of a purpose in the arctic.
3 Months Ago
main -> game_room_dlc
3 Months Ago
Added option (default disabled for now) to require active powerplant powergrid to powerup satellite control computer (in addition to tech trash)
3 Months Ago
use new RRP/BRP grab pass subshaders for player pixelation
3 Months Ago
Added tooltips to various elements (texts and close button) on cui.cui_test Updated cui.cui_test background image URL to use https
3 Months Ago
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
3 Months Ago
merge from main
3 Months Ago
merge from sv_console_history
3 Months Ago
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
3 Months Ago
gamesroom jukebox - tidyup folder - full setup jukebox prefab with all the things - merged models to single mesh - removed redundant materials and old model
3 Months Ago
merge from automated_testing
3 Months Ago
only players in the game can reset the board, otherwise you must wait for idle endgame timer
3 Months Ago
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
3 Months Ago
New automated test checking all Gibbable components for mesh colliders that are missing RW All pass as expected
3 Months Ago
merge from fix_realmed_remove_warning
3 Months Ago
Fix RealmedRemove warnings on small ramp and advent calendar
3 Months Ago
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3 Months Ago
Update(tests): patch WeaponRack Tests: TestMTSave(WeaponRack) pass
3 Months Ago
Update(tests): patch VendingMachine Tests: TestMTSave(VendingMachine) pass
3 Months Ago
Update(tests): patch VehicleModuleStorage Tests: TestMTSave(VehicleModuleStorage) - pass
3 Months Ago
Update(tests): skip module spawning for VehicleModuleCamper in tests Tests: TestMTSave(VehicleModuleCamper) - pass
3 Months Ago
Update(tests): patch TravelingVendor - skip spawning mapMarker and preventBuilding trigger when testing Tests: TestMTSave(TravelingVendor) - fails on IsGrounded while updating flags
3 Months Ago
jukebox prefab updated with greybox model
3 Months Ago
Update(tests): patch TrainEngine Tests: TestMTSave(TrainEngine) - fails on GetNetworkTime
3 Months Ago
merge from fix_baseentity_query_nre -> main
3 Months Ago
Extra hardening to fix exception inside DoServerDestroy() by checking if children are null before calling child.OnParentRemoved()
3 Months Ago
Extra hardening by checking if entity is null inside SocketMod_PlantCheck too
3 Months Ago
syncvar_initialiser_support
3 Months Ago
Fix a few NREs called by the new initialiser support
3 Months Ago
Update(tests): patch TrainCar Tests: TestMTSave(TrainCar) falls over in GetNetworkTime
3 Months Ago
Don't just skip over entities that are destroyed in BaseEntity.Query, make sure they are removed in the narrow phase
3 Months Ago
Update(tests): patch Telephone Tests: TestMTSave(Telephone) passes
3 Months Ago
Update(tests): bypass priv spawn in unit tests Tests: TestMTSave(SteeringWheel) passes
3 Months Ago
Update(tests): patch StashContainer Tests: TestMTSave(StashContainer) passes
3 Months Ago
merge from main -> fix_baseentity_query_nre
3 Months Ago
Update(tests): use TestFuelSystem when running tests for SmallEngine Tests: TestMTSave(SmallEngine) - passes
3 Months Ago
merge from fix_breakin_sound_loop -> main
3 Months Ago
Fix the master key unlock not set to loop
3 Months Ago
Everyone loves commiting RidableHorse.prefab with new fields (at least it's not reserializing comments anymore)
3 Months Ago
Update(tests): patch SlotMachine Tests: TestMTSave(SlotMachine) - passes
3 Months Ago
Update(tests): patch ShutterFrame Tests: TestMTSave(ShutterFrame) - passes
3 Months Ago
Bugfix(editor): add null checks to SearchLight Reset flow Tests: TestMTSave(SearchLight) - passes
3 Months Ago
merge from fix_deep_sea_ladder -> main
3 Months Ago
Update(tests): patch RidableHorse Tests: TestMTSave(RidableHorse) - passes
3 Months Ago
Add `printboatteleports` command to print what players will be teleported to the deep sea - allows us to see if ladders in standalone builds behave differently than ladders in the editor
3 Months Ago
Move blocking into subsystem too