136,224 Commits over 4,444 Days - 1.28cph!

2 Months Ago
Cherry Picked from 130098 (Removing LOD Baker debug code)
2 Months Ago
Cherry Picked from 130097 (Multiple source mesh support within the LOD Baker script)
2 Months Ago
merge mortar_prototype to main
2 Months Ago
Remove previousLegAnimatorState tracking, apparently I added that for nothing
2 Months Ago
merge from main
2 Months Ago
More setup tests
2 Months Ago
Removed hull_corner prefabs, unused
2 Months Ago
merge mortar_prototype to main
2 Months Ago
Fix cooking tests failing Improve the existing ones, add a note to expand in the future
2 Months Ago
Clean: cache span from ActiveTriggers.Objects Tests: none, trivial change
2 Months Ago
main -> vendingmachine_ui_refresh
2 Months Ago
Merge: from main
2 Months Ago
removed uneeded anims events from some 3p anims
2 Months 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
2 Months Ago
Merge: from main
2 Months Ago
industrial electric furnace - gibs - corpse model - updated prefabs - ran manifest
2 Months 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
2 Months Ago
Updated player update animation import preset
2 Months Ago
exported edited 3p swimming anims
2 Months Ago
Test placement for accelerate. item setup.
2 Months Ago
merge from automated_testing
2 Months Ago
Added category selection to the test runner window
2 Months Ago
Fixing prisoner hood skinning and missing LODs
2 Months Ago
Pool table animation clips - loop and prop pass
2 Months Ago
engineer table stripped - updated
2 Months Ago
Merge from parent
2 Months Ago
merge from automated_testing
2 Months Ago
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
2 Months Ago
Merge from parent
2 Months Ago
Merge from main
2 Months Ago
Updated some old client tests to use scoped convars
2 Months Ago
SetUp and TearDown can now fail the test is they throw They run using ExecuteTestInternal like the tests
2 Months Ago
Test runner window now supports repeated tests
2 Months Ago
Update wolf population asset with new convar
2 Months Ago
merge from main
2 Months Ago
Add worldmodel component to binoculars worldmodel Add tree and default to workbenches deploy volume
2 Months Ago
industrial shelves full, half, wall - Adjusted icon colour for better clarity - Adjusted prefab starting material to blue
2 Months Ago
Some new Light LOD system tests
2 Months Ago
Merge from elevator_fixes_apr_26
2 Months Ago
Fix player elevator cables sometimes appearing in the wrong place if the player was too far away from the elevator
2 Months Ago
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
2 Months Ago
Require LOS for hurt trigger on player placed lifts, prevents killing players if there's a floor between the player and the elevator
2 Months Ago
Fixed industrial furnace not retaining it's children (storage adaptors) when reskinning with spray can
2 Months Ago
Compile fix
2 Months Ago
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
2 Months Ago
Fixed broken NVG sounds
2 Months Ago
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
2 Months Ago
Merge from parent
2 Months Ago
Cherry pick 147457 (asset scene build optimizations)
2 Months Ago
Enable single frame parenting for AK mag drop effects