139,083 Commits over 4,474 Days - 1.30cph!

10 Months Ago
Re-applied 132706 after merge
10 Months Ago
merge from naval_update
10 Months Ago
Deep sea generation tweaks and improvements
10 Months Ago
Add correct components to rear turret Standing mounted turret seat setup
10 Months Ago
Mounted Turret Seat now supports multiple turrets on the same vehicle Initial rear turret setup
10 Months Ago
Merge from deep_sea
10 Months Ago
shield improvements
10 Months Ago
10 Months Ago
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10 Months Ago
merge from main
10 Months Ago
Setup right entities Setup prefab variants
10 Months Ago
Add favourite paths to the file dialog
10 Months Ago
naval_update -> gun_turret (missed files)
10 Months Ago
naval_update -> gun_turret
10 Months Ago
Add /copypaste/ and /demos/ to shared ignore.conf file
10 Months Ago
Fixed flashlight trying to use invalid VM attachments
10 Months Ago
Filled itemname on both charity plushies steam item
10 Months Ago
Added charity plushies to the skin viewer
10 Months Ago
fixed nightlight being too blue and dark
10 Months Ago
Fixed flashlight trying to use invalid VM attachments Add sv_nomap_timeout * Closes a dedicated server if it is running without a map for given amount of seconds. Defaults to 0 (do not close the server at all) * Also added a console message telling the user to load a map with the map console command Fixed spam about "as if it were a variable" on GUI srcds Init 3rd person camera on map load as well as shutdown Implement support for $reflect2dskybox for Water shader Restore the hack for static prop fades for CS:GO maps Not sure why it was removed, I guess we will find out eventually if it causes issues. Fixed a typo in "Save file appear to be invalid!" Added $reflect3dskybox Disabled for all water by default, but can be used to enable 3D skybox reflections in water. r_3dskyinreflection can be used to force disable this for all water Make construct water reflect 3D skybox
10 Months Ago
pumpkin basket entity - Added offsets to make it work with basket anims due to difference in model size and pivot
10 Months Ago
set up wire and hose entities, removed duplicate override controller
10 Months Ago
Update: AnalyticsUploader - combine AzureBulkJsonUploader and AzureBulkCSVUploader into BulkAccumulator - this also allows to combine the 2 uploaders into 1 This enabled aligning EventRecord serialization with current system. I think this is the last change to the code, next up will updating user code and testing in "real world". Tests: ran unit tests
10 Months Ago
setting up vm rpg skin
10 Months Ago
corrected deep sea shore vector positioning and how we copy the data into the current deep sea shorevectors map - something is still broken with the data, but the map matches the deep sea bounds size and aligns with island positions properly now
10 Months Ago
Casino upper floor dressing progress Fixed roof_flat_300x300_b Plywood variant for bar tables
10 Months Ago
Update: AnalyticsTable - bring back useJsonDataObject support Tests: ran unit tests
10 Months Ago
Continued work to floating city 3 (still WIP) - floating walkway set dressing
10 Months Ago
Enabled Frame Timing Stats within the Player settings as this is required for gathering GPU timings in release builds
10 Months Ago
Compile fix
10 Months Ago
merge from main
10 Months Ago
Fix error when build happens before navmesh is initialized
10 Months Ago
Adding 50 cal right rig
10 Months Ago
Added GPU frame timings to the performance logging
10 Months Ago
Have DecayEntities affect navmesh at runtime when spawned and destroyed by default (remaining todo exclude IOEntity, AnimatedBuildingBlock, BaseTrap, etc)
10 Months Ago
created skins folder in rocket launcher folder, temp set up rpg as a spawnable weapon
10 Months Ago
Boat building station is no longer a StorageContainer as it was never needed. Set Clear Area menu item to always be the lowest priority so it never appears as the default.
10 Months Ago
Tests: add all Analytics Uploader tests - Covers ClientFPUploader, ServerFPUploader, AzureBulkJsonUploader, AzureBulkCSVUploader with multithread data generation - Specialized editor logging for each uploader, as it doesn't make sense to emit compressed goup ClientFPUploader will need internet connection as it relies on steam Tests: ran unit tests
10 Months Ago
zero'd transforms in bandage entity
10 Months Ago
xmas floorpaper setup, wip
10 Months Ago
Follow Daniel's advice of merging two redundant code paths into one
10 Months Ago
Added prevent movement colliders to all walkway floor meshes to smoothen out moving around
10 Months Ago
server_refresh_budgeting_adjustments -> main
10 Months Ago
Increase server processing budgeting up to 200 per frame Remove stop watch limitation
10 Months Ago
add animator live-updating, refactor some code placement that didnt make sense
10 Months Ago
Roof net mesh and prefab setup
10 Months Ago
Update: AnalyticsUploader - refactor how we accumulate data - AnalyticsTable no longer serializes EventRecords, that's moved to IAccumulators - Implement serializers on top of IAccumulators (Csv, Json, CompressedCsv, CompressedJson) - Uploaders automatically create IAccumulators per AnalyticsTable Still missing an accumulator that would replicate how client analytics are serialized, but now it should be easy to do. Unit tests got simplified, need to expand coverage Tests: ran unit tests
10 Months Ago
Hanging tarp 350_a LOD/COL/Prefab
10 Months Ago
Restore some commented RPC checks.