196,271 Commits over 4,110 Days - 1.99cph!

Yesterday
Fix compile tester so it targets the editor assembly as well
Yesterday
merge from print_light_counts -> main
Yesterday
wip gesture menu
Yesterday
Fix compile error
Yesterday
Don't build certain projects that won't build
Yesterday
Minor cleanups Port gmod-html from x86-64 for Windows only
Yesterday
Fixed some compile warnings Added more sanity checks Prop fading changes If prop min fade distance is below 0 (i.e. -1), it will be set to max fade distance if max fade distance is below 500. This avoids props being always transparent in this scenario, even when walking up really close to it. Minor cleanups More cleanups
Yesterday
Undo subtract
Yesterday
optimize FindActiveWaterBodies()
Yesterday
merge from main -> print_light_counts
Yesterday
▋▉▇▊▄▉
Yesterday
merge from party_system -> aux1
Yesterday
merge from party_system -> aux1
Yesterday
Add kickparty command to remove members from your party
Yesterday
Fix party not showing for the player who joins a party via an invite
Yesterday
merge from abyss_storage_fix
Yesterday
Abyss Containers - Changed deploy and open/close SFX to metallic ones fixed gibs warnings in vertical ver fixed missing collisions for small deployables in horizontal ver fixed horizontal ver corpse gibs collisionmeshdata error fixed horizontal ver missing groundwatch
Yesterday
Additional validation checks. Converted all the remaining whitebox blocks to BoatBuildingBlock
Yesterday
Fixed removing the wrong instance when the swap-back-removal of another instance invalidated the indices by reintroducing instance sequence numbers, but slightly better.
Yesterday
Fix grenade explosions not being heard by scientists
Yesterday
Settings: Gesture menu baseline Reset tooltip when switching tabs
Yesterday
Ocean alpha test on beaufort 0
Yesterday
A ton of adaptations for the new height falloff.
Yesterday
█▄▅ ▇▇█ ▋▍▊██▌▋▄ ▆▌▅█▇▌▉
Yesterday
ContainerCorpseCreator compile fix
Yesterday
Fixed wire slack for christmas lights, already fixed on decor_lighting_dlc but needs to work til we merge it
Yesterday
Plumbed up 'isOpen' hook for the new menu
Yesterday
Prevent potential bug if scientist reaction time is ever set to 0
Yesterday
Applied recent graphics preset fix to the new settings menu Fixed some sliders using whole numbers instead of decimals
Yesterday
- Makes cientists rush players instead of staying passive after they land a few good shots - Halves scientist bullet damage but double their accuracy (less brutal damage spikes, damage is more correlated to how long you stayed exposed) - Increases flank speed and probability - Adds profiling annotations to scientist fsm transitions - Modifies canSeeTarget transition to take into account the same reaction time used for shooting (to prevent scientist's legs reacting to player before their trigger finger) - Fixes confusing alternate use of Trans_IsTargetVisible and Trans_CanSeeTarget
Yesterday
Update: BiomeBenchmark - allow filtering which biomes to test - also slowed down the camera flight to help with pop-in Tests:benchmark in editor
Yesterday
More in game to menu plumbing work
Yesterday
Settings menu color pickers, added back all the accessibility settings
Yesterday
Fix scientists doing less damage in editor (was hitting player client collider in listen server mode)
Yesterday
M15 Pistol - Added final viewmodel FBX for animation and basic materials with bakes
Yesterday
Created a new entry point to new menu called MainMenu Forward all current requests for MainMenuSystem to MainMenu to keep everything contained
Yesterday
Container corpse creator tool copy over the original open/close sound
Yesterday
Add last played, player count and last wipe information to connection modal Customisable box setup for more info Better flex setup for connection modal
Yesterday
Added missing open/close sounds to junkyard crane, snow mobile and waterwell.
Yesterday
material tweaks, added more chain detail, chain greybox for suspended items until final mesh/placement
Yesterday
Buildfix: wrap new test in server if-def Tests: editor build check
Yesterday
Bugfix: TakeFractionOfItems no longer leaks List<Item> Tests: destoyed a box with `dropCorpseOnDeath 1`, pool stats no longer had an active List<Item>
Yesterday
Bugfix: TakeFractionOfItems no longer drops items that didn't fit destination container Tests: unit test - previously failed, now passes
Yesterday
Test: unit test for DroppedItemContainer::TakeFractionOfItems Don't think we can reproduce the pooling bug with vanilla items, so adding a unit test instead. Currently fails. Tests: ran the new unit test
Yesterday
Fixed an issue with the spatial environment volumes sometimes not rendering within the scene view
Yesterday
Added open/close sound to every openable corpse.
Yesterday
Add navblockers where there are small disconnected navmesh islands in small oilrig, as they were wasting the scientists time evaluating positions they could never reach