199,742 Commits over 4,140 Days - 2.01cph!

16 Days Ago
Fix issues when forceUnloadBundles is true Remove skipAssetWarmup_crashes convar
16 Days Ago
Reset static fields on scripts to allow for disabling domain reload, we're now able to get ingame without a reload but there is still a ton of bugs to fix.
Rin
16 Days Ago
Fixed twig roof gibs flying excessively far
16 Days Ago
Fixed large wood box gibs not being skinned
16 Days Ago
Tweaked propane tank world model lod, was culling too early
Rin
16 Days Ago
Adjusted Bathtub planter gib colliders to prevent it exploding dramatically when destroyed
16 Days Ago
Update: Rewrite how we rotate turrets on server - Where possible, yaw and pitch rotations are merged, saving us on math (0.32ms) - Other cases are calculated separately (0.51ms, still faster than original 1.32ms) Updating of separate bones was fast but wrong in my last commit. This version corrects it while also being faster than pre-borked-optim. Tests: On Craggy, spawned sentry.scientist.static and autoturret_deployed, made them rotate to different directions - they were able to track and shoot me.
Rin
16 Days Ago
Removed duplicate gibbable script
16 Days Ago
Update: AutoTurretTests.MeasureServerTick now checks merged and separate yaw-pitch bones Since separated bone transformations take more math, need to profile how big of an impact it'll be. Tests: ran the test
16 Days Ago
16 Days Ago
Update "AI node graph is out of date" warning to include version number Move "Soundscape: " message to soundscape_debug 1 Clean up g_SBoxObjects when entities get deleted Also fixed Player:GetCount not updating after rejoin on entity delete (undo) Merge Pull Requests * Fixed SWEP info tooltip overlap during fade out (Community Contribution) * lights.rad: episodic additions Enhancement (Community Contribution) Disable sv_parallel_sendsnapshot by default Apparently still causes random issues that need solving first. Fixed crash when using `-hijack` Fix some compile warnings Fixed CS:S Leet playermodel coloring area overlapping the belt
16 Days Ago
cs2012_editor_fix -> main
16 Days Ago
Climate not set to override to clear
16 Days Ago
16 Days Ago
Can now pickup research table when not empty, gives you back the content
16 Days Ago
merge from researchtable_pickup
16 Days Ago
merge from mlrs_interactions_fix
16 Days Ago
Use lookingAtColliderNoPenalty for MLRS interactions Helps reducing fire missclicks. Especially when using minimal crosshair mode
Rin
16 Days Ago
Fix coconut armour head, torso and pants ingredients differing from default wood armour
16 Days Ago
More rain stuff
16 Days Ago
merge from crafting_search_fix
16 Days Ago
Null check for extra safety
16 Days Ago
Fixed crafting menu search results being lost after closing and reopening the menu
16 Days Ago
16 Days Ago
Fixed store dlc pages items
16 Days Ago
Add heat source to small oil refinery to make it behave like the furnace/campfire when its on.
16 Days Ago
Fix player nametags being visible through ceilings: - We no longer use the name tag world offset for vis check, just the bone position on its own. - Use neck instead of the head bone to fix cases where the head is slightly clipping into the ceiling.
16 Days Ago
Compass marker distance values.
16 Days Ago
16 Days Ago
Tuning for the new night contrast feature.
16 Days Ago
Localization update
16 Days Ago
Steam inventory page recycling
17 Days Ago
New SimpleIOEntity component, just has a required power amount, good for simple things like non physics based lights Applied to new wall cabinet
17 Days Ago
Fix skin viewer not working (need to use GameManager to instantiate)
17 Days Ago
Skip MoveGameObjectToScene if the target scene is unloading (errors on disconnect)
17 Days Ago
Fix AnimationEvents.DoEffect trying to instantiate invalid prefabs
17 Days Ago
Don't bother instantiating engine/menu/game UI when loaded from an asset scene, there's no need for a copy
17 Days Ago
Refactor child entity handling interface calls. Call them on server load.
17 Days Ago
More load fixes, including speed + mass
17 Days Ago
Correctly restore thrust point after a load
17 Days Ago
▋▇▉▆▊_▅▌▍▄▄▇▌_▊█▊_▊▅▉▌▇ -> ▊▊▇▍
17 Days Ago
▆▄▌▄▅▆██ ▍▊▊▄▍ ▍▍▍▋▍▌▄ ▉▇▅ #▊▅▆ (▄█▄▅ ▋▆▌▍▍▉, ▅▊▄▍▌█▄▊ █▌▄▇▅▉ ▍▍▅▌▇)
17 Days Ago
Reduce the number of log mesages kept in memory from 64K to 1K Switch to using a queue instead of always removing the first element from a list
17 Days Ago
Added new modding prefabs: Added ai_obstacle - prevents AI navigation Added monument Navmesh zone Added Animal AI spawners - Boar, stag, bear, polar bear, horse, tiger, croc, chicken etc Added NPC spawns - NPC Heavy, oilrig, fullany, Lr300
17 Days Ago
Delete BuildPrefabs (unused)
17 Days Ago
Merge from trimmed_asset_warmup/scene_warmup
17 Days Ago
Merge from main
17 Days Ago
Disable using cached prefab list to build asset bundles
17 Days Ago
Fix NREs on disconnect due to the main scene (camera) unloading before entities using the camera to update
17 Days Ago
Split world spawn prefabs (monuments etc) into smaller asset scenes Lazy load world spawn asset scenes based on what's required on the map Unload world spawn prefabs to save memory when unloading bundles Get rid of async asset loading from FileSystem (unused now)