201,600 Commits over 4,171 Days - 2.01cph!

11 Months Ago
Merge: from main Tests: built all modes, tried to repro 2 previous known bugs - didn't happen.
11 Months Ago
Frontiersman UI
11 Months Ago
Reduce wolves mass to reduce the impact their make on vehicles when attacking Fix IsNpc returning false on client for wolves Fix wolf appearing as "wolf2" when killing a player and not being translated Fix wolf achievements and stats
11 Months Ago
merge from main
11 Months Ago
Merge: from main Tests: none
11 Months Ago
Merge from main
11 Months Ago
Manually added cliffs to lake scenes the old fashion way
11 Months Ago
S2P launch site so the barricade mound fix gets applied
11 Months Ago
merge from world_update_2 - Staging wipe
11 Months Ago
Merge from fix_barricades_tunnel_entrance -> main
11 Months Ago
Fix barricades not being placeable on the 2nd variant of the above ground <-> below ground entrance of train tunnels
11 Months Ago
Duplicate Timeline script
11 Months Ago
Backups
11 Months Ago
Merge from world_update_2
11 Months Ago
Fixed LODGroup conflict on blunderbuss world model
11 Months Ago
Merge from world_update_2
11 Months Ago
Merge from Blunderbuster
11 Months Ago
Merge from world_update_2
11 Months Ago
Added "Tools/Find/Culling Volume one way connections" Fixed missing connections in cave_large_sewers_hard, cave_medium_hard, cave_small_medium, cave_large_sewers_hard
11 Months Ago
Merge from world_update_2
11 Months Ago
- Removed the last vestige of code that allows servers to arbitrarily set the loading messages - Moved the queue language into the client with proper localization - Cleaned up order of connection/queue processing, instead of putting every player through the queue process, we only queue players when the server is actually full - Packet type Message.Type.Message can now be used to set a custom tip in the loading screen (will disable existing rotating tips), only accepts a single string instead of two previously.
11 Months Ago
Fix NRE when attempting to repair an item and removing the item from the repair bench at the same time
11 Months Ago
Merge from fix_monument_scenes_map_gen -> main
11 Months Ago
Fix monument scenes not being disabled when the client is doing local map generation - this shouldn't occur often as servers now serve procgen maps as downloadable files
11 Months Ago
Update conflicting prefab id on br_sphere prefab Manifest
11 Months Ago
merge from fix_barricade_snapping -> world_update_2
11 Months Ago
Fix socket mods not working after Construction.Placement was refactored from class to struct - showed up as high walls and barricades not snapping
11 Months Ago
Fixed mesh import settings on a bunch of divesite meshes Fixed seaweed decal not rendering (incorrect decal layer)
11 Months Ago
Add new panels that can be parented by community UI - all panels are scaled by uiscale Names - Inventory - Crafting - Contacts - Clans - TechTree - Map
11 Months Ago
Allowed foliage to spawn on cliff topology to fix blank gaps in between cliffs
11 Months Ago
Custom height map colliders for all cliffs (this should fix floating foliage issue)
11 Months Ago
Underwater light extinction fix test
11 Months Ago
merge from main
11 Months Ago
merge from world_update_2
11 Months Ago
Reimported cliff_tall_d
11 Months Ago
radtown music missing files
11 Months Ago
radtown music
11 Months Ago
junkpile_water and oceanwreckbuoys seaweed dressing
11 Months Ago
Give titles to windows build scripts, so I know what's running Merged ghostanim.mdl and blackout.mdl Instead of doing a hack for Episode 1, just merge all these models from all the half-life 2 games, and including portal 1 Episodic Poison Zombie model with fixed animation events Advisor episodic model hack The models are too different to be merged, so we swap the ep2 one in, on spawn
11 Months Ago
merge from main
11 Months Ago
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11 Months Ago
Optim: Send trees in batches over multiple frames to avoid spike on player connection This is experimental, but it seems stable initially. On 4.5k procgen world from a save it took 90ms(very rough numbers, including client-side spawning overhead) in total to send all trees, but each frame 1 player took on average 0.2ms to gather & send data. Also need to fix a bunch of bugs Tests: Ran craggy in local editor session - no exceptions.
11 Months Ago
waterflow changes - corrected ordering of writing water flow from shorevectors and river tangents - moved generation of WaterFlowMap into PostProcessing and put it all in one place
11 Months Ago
world_update_2 -> Aux2
11 Months Ago
radioactive_water -> world_update_2
11 Months Ago
Water purifier no longer purifies radioactive water
11 Months Ago
Adjusted hill cliffs anchors to fix a gap Pushed all hill cliffs slightly deeper to prevent similar issues
11 Months Ago
Ensure throwing out water forces a rad count on the vessel
11 Months Ago
▄▍▍ ▊▌▍▉▇▉ ▄▍▆▋█ ▆▆▌▌ ▊▉▉▆▍ ▉▅█▍▋█ ▌▇█▅▋ █▋▌▉▅█ ▅▆▍▄▅▅▆ (▉▉▆▆▉ █▆▌▋ ▍▇▉ ▇▄▋▍▋▋█▄▍▍█ █ ▇▋▆ ▇▇▇▍▇▄ ▅▇▆▅ ▉▋▄▍▍? ▋▌█▄▋ ██ ▇▆▆▊ ▅▇ ▊▅▌▍)
11 Months Ago
Fixed corrupted Cliff_tall_d_diff texture