142,506 Commits over 4,383 Days - 1.35cph!

4 Hours Ago
merge from main
4 Hours Ago
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4 Hours Ago
More setup tests
4 Hours Ago
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4 Hours Ago
Removed hull_corner prefabs, unused
4 Hours Ago
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4 Hours Ago
merge mortar_prototype to main
4 Hours Ago
Fix cooking tests failing Improve the existing ones, add a note to expand in the future
4 Hours Ago
Clean: cache span from ActiveTriggers.Objects Tests: none, trivial change
5 Hours Ago
main -> vendingmachine_ui_refresh
5 Hours Ago
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5 Hours Ago
Merge: from main
5 Hours Ago
removed uneeded anims events from some 3p anims
5 Hours Ago
Merge: from terrainkick_nre_fix - Bugfix for NREs caused by kicking players(invalidating iterators) while looping over StableObjectArray Tests: kicked self through clipping in terrain - no NREs
5 Hours Ago
Merge: from main
5 Hours Ago
industrial electric furnace - gibs - corpse model - updated prefabs - ran manifest
5 Hours Ago
Optim: Avoid double indirection when looking up active triggers - enabled by use of invalidating RemoveAtSwapback TriggerParent.StableIndex is only const during a frame, it now can change between frames Tests: built a 3-piece boat with a ladder, jumped around it
5 Hours Ago
Updated player update animation import preset
6 Hours Ago
exported edited 3p swimming anims
Today
Test placement for accelerate. item setup.
Today
merge from automated_testing
Today
Added category selection to the test runner window
Today
Fixing prisoner hood skinning and missing LODs
Today
Pool table animation clips - loop and prop pass
Today
engineer table stripped - updated
Today
Merge from parent
Today
merge from automated_testing
Today
Fixed TestConveyorSplits and TestConveyorTransfer failing during setup because of stability All entities were spawned at 0,0,0 together and groundwatch was killing them Now setting server.stability to false in setup
Today
Merge from parent
Today
Merge from main
Today
Updated some old client tests to use scoped convars
Today
SetUp and TearDown can now fail the test is they throw They run using ExecuteTestInternal like the tests
Today
Test runner window now supports repeated tests
Today
Update wolf population asset with new convar
Today
merge from main
Today
Add worldmodel component to binoculars worldmodel Add tree and default to workbenches deploy volume
Today
industrial shelves full, half, wall - Adjusted icon colour for better clarity - Adjusted prefab starting material to blue
Today
Some new Light LOD system tests
Today
Merge from elevator_fixes_apr_26
Today
Fix player elevator cables sometimes appearing in the wrong place if the player was too far away from the elevator
Today
Disable the hurt trigger on the launch site lifts when the lift is idle, will no longer kill players if they jump while underneath it
Today
Require LOS for hurt trigger on player placed lifts, prevents killing players if there's a floor between the player and the elevator
Today
Fixed industrial furnace not retaining it's children (storage adaptors) when reskinning with spray can
Today
Compile fix
Today
Added a new ToggleThrownWeapon animation event, allows us to switch on/off the grenade visuals so they don't stay in the players hands all the time throughout a throw animation Implemented on supply signal, smoke grenades, molotovs, beancans, flashbangs, bee grenades, f1 grenades and firecrackers Fixed incorrect animations on the smoke grenade and firecracker animation overrides
Today
Fixed broken NVG sounds
Today
New StateSync component for weapon animators Looks for a matching state on the main player model and matches the normalized time on the weapon animator to ensure the animation stays in sync Will need to be applied to each weapon individually, applied on HMLMG reload animation for now
Today
Merge from parent
Today
Cherry pick 147457 (asset scene build optimizations)
Today
Enable single frame parenting for AK mag drop effects