138,027 Commits over 4,324 Days - 1.33cph!

Just Now
* Fixed doors getting detached when operated on a vehicle with indirect instancing * Fixed ghost objects being left behind if they had skins applied. * Fixed debug overlay not returning correct results in the editor * Improved debug overlay to be more useful and readable * Added prototype SIMD collider-less raycasting code. (WIP)
20 Minutes Ago
In editor by default: the deep sea will spawn right when the server starts, and it will use the fast intervals (1s in between each entity and 0.1s in between each spawn groups)
23 Minutes Ago
loot_container_populateloot_fix -> main
24 Minutes Ago
Fix 'CONTACT DEVELOPERS! LootContainer::PopulateLoot has null inventory!!!' being thrown when loot containers were attempting to populate loot whilst destroyed. Thanks nivex!
30 Minutes Ago
merge from hackweek_more_tests
32 Minutes Ago
Fix 18 more deployables clipping with construction Add whitelist to exclude some from the test
33 Minutes Ago
merge from main
34 Minutes Ago
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35 Minutes Ago
Add poolable component to contional contents, hide/show box contents depending on building privilege
49 Minutes Ago
merge from naval_update/io_boats
50 Minutes Ago
Fixed pressure pads being deployable halfway through walls
51 Minutes Ago
Add BoatBuildingStation.StaticStationsEnabled convar. Kill any static stations that try and spawn if disabled.
1 Hour Ago
Add IsStatic to boat building station, set for static deployed version. Don't destroy a static BBS when finishing via the wheel.
1 Hour Ago
Updated and Improved Makeshift Coffee Table Prop LOD 3
1 Hour Ago
All IO entities are disconnected when a boat sinks, same delay as the doors etc
1 Hour Ago
Deployable test for missing guide mesh
1 Hour Ago
Tweaked Vertex AO Values on Makeshift Coffee Table Prop Created Makeshift Coffee Table Prop Prefab Setup Makeshift Coffee Table Prop Prefab, LODS and Colliders
1 Hour Ago
merge from hackweek_more_tests
1 Hour Ago
Handle multiple groundwatch components in the groundwatch test
1 Hour Ago
Restored spotlight and tripod spotlight deploy guides
1 Hour Ago
Fixed issue when meshes with and without uv2 channel were combined in the same batch
2 Hours Ago
merge from main
2 Hours Ago
Fixed HBHF and simple light groundwatch Fixed industrial light placement regression
2 Hours Ago
merge from testrunner_editor
2 Hours Ago
Compile fix
2 Hours Ago
Boxes DLC - fixed LOD issue with ammo box
3 Hours Ago
merge from main
3 Hours Ago
updated planners and wallpaper 3p run anim
3 Hours Ago
merge from testrunner_editor
3 Hours Ago
Fixed some selection bugs
3 Hours Ago
updated planners and wallpaper 3p anims/override controllers
3 Hours Ago
Split editor and runtime tests into two tabs Styling changes
3 Hours Ago
fixed issues with sunken and combat knives which are causing issues on the player update - combat & sunken now match each others orientation - contain no offsets in the model ( entity still does but will be zeroed on the player update) - set scale factor of combat world model to 1 (it was set to 1.5) and re-sized actual model correctly - removed transforms/rotations of models - re-connected the combat knife in it's entity - named knife correctly (w_knife instead of knife_w) - re-adjusted bounds and removed offsets on their .worldmodels
3 Hours Ago
server_browser_remove_ping -> main
3 Hours Ago
force player model to use average female skin set (for degbugging)
3 Hours Ago
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3 Hours Ago
Makeshift coffee table updated with vertex AO
3 Hours Ago
Updated blockouts for apartment sets
3 Hours Ago
Added Open Results button, reorganized the button bars Loading a result auto enables filtering, clearing results resets filtering
3 Hours Ago
Removing unecessary quotes that would silently fail parts of the Server pipeline
3 Hours Ago
Check for skins_access value when checking if a steam item is in our inventory
3 Hours Ago
Merge from main
4 Hours Ago
merge from PlayerRigUpdate2
4 Hours Ago
Cap mask updates, material tweaks
4 Hours Ago
Added debug hair materials
4 Hours Ago
Fixed the test window not showing live results on some tests, unified the parameter normalization
4 Hours Ago
crypt building skin works with upgrade_radius and related commands
4 Hours Ago
big merge from main autoresolve conflicts in roof.prefab and roof.triangle.prefab
4 Hours Ago
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5 Hours Ago
Automated tests window changes: - Added a rerun failed button - Fixed the foldout arrows not clickable - Leaving playmode mid tests cancel the run correctly and generate results - Tests can only run in the automated test scene - Run button shows a playmode icon if clicking it will start playmode