139,594 Commits over 4,352 Days - 1.34cph!

2 Months Ago
Remove the hardcoded apple image in the fog of war shader if something breaks, will now just show fully occluded Update the death screen if we receive updated fog images from the server
2 Months Ago
ornate frames XL and XXL, tidied up icons, collision, lods, added gibs
2 Months Ago
Refactored code so its more performative, scales better and doesnt contain unnecessary code duplication. Also added a Help string too.
2 Months Ago
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2 Months Ago
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2 Months Ago
50cal_fullammo_spawn -> main
2 Months Ago
Ensure 50 cal turrets start with max ammo
2 Months Ago
rhib_passenger_light_fix -> main
2 Months Ago
NRE fix
2 Months Ago
Add a few new inputs to prop_vehicle_jeep (Jalopy version) * DisableRadarDetectEnemies * EnableHazardLights * DisableHazardLights * NoHazardLights key value * Added "Has Gun" keyvalue to jeep in Hammer * Removed non existent "HUD Locator Precache" spawnflag from Jeep in Hammer Use FGD files * Fixed prop_vehicle_jeep having static prop key values that are not applicable to it * Added some descriptions here and there, where there were previously none * Deduplicated some key value definitions, such as skin and fade distance stuff Added new spawnflag for func_tracktrain - GoldSrc rotation Make plastic materials emit some particles on bullet hit * Affects props like the blue barrel, Lamarr cage, etc.
2 Months Ago
Ensure only drivers can toggle RHIB lights
2 Months Ago
WIP Painting Line draw tool
2 Months Ago
Update: PersistentObjectWorkQueue now gathers a bit more telemetry - also fixes a potential bug with stale data uploading to our backend (another case in ObjectQueue) There's a bug with it being desynced with the rest of the data (it's called last, but in reality is current), will fix later Tests: none, not done yet
2 Months Ago
Paintable Reactive Target - Updated texture size down from 4K to 2K
2 Months Ago
merge from main/naval_update
2 Months Ago
Increase RADAR_CONTACT_TYPE_BITS from 3 to 4 (for sign bit)
2 Months Ago
Try setting ruin door to world layer to fix navmesh bug
2 Months Ago
Paintable Reactive Target - Fixed and improved paintability, cleaned up meshes, updated textures and shaders, updated gibs, simple collisions for static parts, rendered icon and ran icon manifest.
2 Months Ago
merge from deployer_vm_3p_fix
2 Months Ago
Fix building plan appearing untextured in 3rd person when deploying certain items generic_deploy now uses the same setup / viewmodel as the regular planner
2 Months Ago
Reimplement deep water checks in batched buoyancy
2 Months Ago
boat_planner_new_icons -> main
2 Months Ago
Add Lewis's new icons for Boat Building Parts: - Low Wall Barrier - Low Cannon Wall - Low Wall
2 Months Ago
Add "enabled" key to util.GetSunInfo Try to fix IMaterial:GetShader on Linux SRCDS * By storing the shader name on the material, instead of relying on the shader system on dedicated server
2 Months Ago
more prefab setup
2 Months Ago
Fixed boat building planner worldmodel showing regular planner on LOD1 and LOD2
2 Months Ago
Update: runtime_profiler - track pre_lateupdate times It's a category with a bunch of unity internal work that can take a non-trivial amount of time. Should make it easier to identify source of degradation. Tests: dryrun of analytics in editor with runtime_profiling 1
2 Months Ago
main -> naval_update
2 Months Ago
deepsea_disable_drone -> main
2 Months Ago
Stop players from being able to attempt to buy from vending machines in the Deepsea This was allowed before - resulting in drones getting stuck at the border
2 Months Ago
Fix island scientists roaming into the water, make sure to use world space position not navmesh space, fix bug where navmesh space was used to check if a position was inside a world volume
2 Months Ago
Remove Physics Projectile layer from all parenting triggers on all ghostship variants Was causing thrown grenades and C4 to freak out
2 Months Ago
Ornate Frame Setup
2 Months Ago
added metal box corpse
2 Months Ago
worldmodel, projectile and entity prefab set up
2 Months Ago
Merge: from useplayertasks_removegroupoccludee_nre - Bugfix: patch exception from double add of occlusion group member. OcclusionValidateGroups to validate if groups are correct Tests: various 2p scenarios - being close, far, outside of range, teleports
2 Months Ago
Update: add OcclusionValidateGroups servervar - also replaced the conditional log with a logerror, to make sure we spot it - codegen Couldn't reproduce the issue locally, so I'm missing something, including whether it was a false-positive or not. This should help check every bad case and confirm whether the issue is legit or not Tests: used the command in a couple scenarios - players close, players far, players outside of network range, with invis on/off
2 Months Ago
merge from naval_update
2 Months Ago
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2 Months Ago
Fix scientists sometimes failing to find any good patrol destination and despawning, they will now allow partial paths
2 Months Ago
merge from SmallRamp_Deploy
2 Months Ago
Anchor load fix
2 Months Ago
boatai_cleartarget_fix -> main
2 Months Ago
Fix second entry point for a recursive AI state in OnTargetClaimAvailable Fully rely on PursuePlayer to do a sucessful switch over of target/state logic.
2 Months Ago
Update: replace throw with a devbuild-conditional error log This is a cirtical code path, so we can't interrupt it or we'll corrupt global state. Think I see where the problem is coming from, will attempt to fix next Tests: none, trivial change
2 Months Ago
Initial viewmodel setup - viewmodel prefab updated - anim events added - ironsights re-positioned - rig (with hands) re-exported - anims re-exported at origin
2 Months Ago
Fix pool leak in TimedExplosive
2 Months Ago
Merge: from main
2 Months Ago
boatai_clartarget_fix -> main
2 Months Ago
Only let the claimant boat give up the target. Behaviour isn't as good but prevents the recursive nature of forwarding claims.