131,428 Commits over 4,232 Days - 1.29cph!

10 Months Ago
Fixed T3 workbench missing the primitive version of the T2 tech tree
10 Months Ago
Fixed issues on world sizes that, when divided by 216 and rounded down, resulted in an even number
10 Months Ago
merge from primitive/gameplay
10 Months Ago
Resolved tech tree pathing issues
10 Months Ago
merge from main
10 Months Ago
Bugfix: ServerDemoPlayer - replicated polayer now follows demo's trajectory - Also added more detialed logging of position messages Decided to stop avoiding syncing player's position to outgoing messages, as there's weird teleport in the recorded demo. But at least now it works as expected. Tests: Played back the longer 2 player demo - all good. Playerd back the known short demo with violations - still present, so also good.
10 Months Ago
properly disable horse animator while ragdolling, better perf but also stops audio triggers from animator
10 Months Ago
Probably fix infinite loop in game.cleanupmap Undo changes to bone_manipulate entity Appears to be server/client sync dependent Restore changes to game.cleanupmap, as it should be safe now
10 Months Ago
merge from primitive_gm -> primitive
10 Months Ago
Add NRE checks to SpawnGroup (to account for some spawners having null prefabs)
10 Months Ago
Probably fix infinite loop in game.cleanupmap Undo changes to bone_manipulate entity Appears to be server/client sync dependent Fixed bone manipulated entity's render bbox exploding For some models (probably with procedural bones?), if bone manipulated, the renderbounds can explode drastically due to bones that are "unreadable", negatively affecting shadows as well. Read kb_act.lst from MOD Added Entity:Alive Hammer: Fixed collision model being offset in 3D when dragging Hammer: Fixed keybinds for 1 & 2 not updating the setting correctly Do not set thread count to 1 if the CPU has over 32 of them Limited to 64 now, and is clamped instead of resetting. Pull Request: Fixed inconsistent margins on language list/start game Fixed "Toggle" input on triggers improperly toggling the entity It was not actually setting the enabled state, only making it non interactable. Now properly sets the enabled state, just like Enable/Disable inputs do Geiger counter only reacts to enabled trigger_hurts
10 Months Ago
Bugfix: ServerDemoPlayer - don't duplicate connected players - Also added expanded tick logging Connected player doesn't move due to tick divergence - investigating. Tests: played back a 2 player demo with 2nd player connecting half-way-through. Only one player gets created in expected position
10 Months Ago
Add primitive server browser tag Fix existing gamemode tags not appearing to work
10 Months Ago
exported tiger swipe at fire anim
10 Months Ago
S2P ferry terminal
10 Months Ago
Fix ferry terminal train tunnels always being blocked off instead of only being blocked when underground trains is disabled
10 Months Ago
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10 Months Ago
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10 Months Ago
Submitting scaled down ballista weapon rig
10 Months Ago
manifest
10 Months Ago
merge from primitive/gameplay
10 Months Ago
techtree 2 progression gate workbench 3 (for now)
10 Months Ago
merge from primitive -> primitive_gm
10 Months Ago
Fix T2 tech tree appearing twice
10 Months Ago
added new mount art for static ballista
10 Months Ago
Fixed ram lighting enabled state not looking quite right.
10 Months Ago
reset horse spine local pos after ragdolling so it doesn't occassionaly turn into an accordion
10 Months Ago
Cherry picking 111563
10 Months Ago
horse ragdoll tweaks
10 Months Ago
Editorconfig updates (end_of_line = lf, insert_final_newline = true, resharper_csharp_wrap_lines = false)
10 Months Ago
Fix oversight in aim time calculation
10 Months Ago
Fix tiger thinking someone is always aiming at him
10 Months Ago
- Code cleanup - Can pickup hive if theres no honeycomb left inside (you lose the bees inside on pickup)
10 Months Ago
Merge from multi_auth_radius
10 Months Ago
Add authradius_radius and deauthradius_radius. Eg "authradius_radius 5 5" to auth everyone within 5 units (of the command issuer) on all entities within 5 units of the command issuer.
10 Months Ago
- Added honeycomb - Beehive now stores items (honeyomb) - Beehives generate more honeycomb the more bees are inside - Bee's wont generate unless theres some initial honeycomb inside the hive
10 Months Ago
Fix baseEntity.query returning client entities in editor
10 Months Ago
Added depth checks when writing to the Additional Flags buffer in the GBuffer pass
10 Months Ago
Update: ServerDemoPlayer - automatically validate the demo offsets if debug.json is available Tests: Recorded a single player session on craggy - no reported errors.
10 Months Ago
adobe wall and gate bug fixes. frontier wall and gate gibs and lods.
10 Months Ago
Restrict shotgun ammo types Restrict SAM ammo T2 Techtree progression
10 Months Ago
further ragdoll tweaks - larger colliders - more aggressive ragdolling end thresholds - don't apply as much velocity when starting ragdoll from the initial pose
10 Months Ago
Update: FullServerDemos - add basic debug json packet logging I confirmed that my packet reconstruction goes wrong at some point, so now need this to help track down what logic is borked. Tests: recorded a short demo on craggy - got a valid debug json
10 Months Ago
Sam Site restricted
10 Months Ago
Swapped beehive prefab over to using new blockout
10 Months Ago
T1 Tech tree, relatively unchanged
10 Months Ago
Tweaked siege weapon constructables deploy volumes
10 Months Ago
Siege Weapons weaker to fire type damage Siege vehicles crafting cost basic pass Metal Facemask and chest prim locked
10 Months Ago
Merge from main
10 Months Ago
exported tiger prowl low/idle anims