139,084 Commits over 4,352 Days - 1.33cph!

Today
fixed static vehicle paint masks import options, added some detail maps to materials to increase paint TD
Today
Add ConVar to use MeshColliders for terrain cells, add editor buttons to create mesh colliders, clean up unused code, and put debug info behind flags.
Today
Better approach, only allow one device per index be connected at once
Today
Gibs, colliders
Today
Clean up editor, fix LOD extent validation, fix editor defaults causing 0 LOD extents, and set new defaults
Today
reduce biome fogging when looking through a camera
Today
exclude renderers with negative scale from instancing and warn about them
Today
First pass regular armoured hatch setup
Today
Date file and entity count are store in the data file Old files entity count is filled when pasted Added a way to retake screenshots when holding CTRL and clicking
Today
merge from new_console-ui
Today
Fix a typo in DModelPanel
Yesterday
Implement drag'n'drop for HLMV * You can now just drag a .mdl onto the app to open it Fix normals on balloon_classic LODs and camera.mdl LOD 3 Merge some minor changes for models to load correctly on 64bit Minor cleanups Fix false positive on LoadLeafs data validity test Update AppID for CS:GO to use the new one Ship a fixed tri1x1.mdl * Fixed normals, fixed extra weird mesh Do not reset water reflection/refract textures when they are not used * From start of game, if expensive water is always disabled (or if the map doesn't have water to begin with), do not clear the RTs. (This would happen only once regardless)
Yesterday
Can paste and delete files from the copy paste tab Added search bar and refresh button Added copypaste.setscreenshot to set the thumbnail of an old copypaste file
Yesterday
added missing metas for camping cooker normals and kitchen furniture, removed obsolete files
Yesterday
first pass mat application shop A
Yesterday
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Yesterday
Adding skinning items subbed to wrong branch
Yesterday
merge from main -> deep_sea_sleeping_bag
Yesterday
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Yesterday
Yesterday
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Yesterday
Add 'copy' button to the corner of each UI entry, allowing you to copy a block by pressing a button rather than getting the whole log and manually sending that
Yesterday
Missed files
Yesterday
kiosk b update. new doors added.
Yesterday
Cherry pick to compensate scientist dmg lowered by armor buff, should now be on par previous patch (fullmetal is same ttk, hazmat will take less dmg, naked will take more dmg)
Yesterday
Rustige Egg H (Amethyst) - Initial folder structure, prefab setup, item, anim controller, worldmodel, model, textures, materials, basic animations, translucency support, localization, manifest and placeholder icon
Yesterday
Rebalance scientist damage to compensate armor buff, should kill fullmetal when landing every shot in one full mp5 mag
Yesterday
front 50cal animation updates
Yesterday
Potential fix for red card room scientist turning invisible
Yesterday
exported latest salvaged axe refresh anims
Yesterday
cannon fuse anim update
Yesterday
Copy paste tab baseline
Yesterday
Added the motion vector mode of renderers to the render params for indirect instancing
Yesterday
Adding burst cloth for frontier hazmat and updating skinning
Yesterday
Camping Cooker Update
Yesterday
close more edge cases: - placing a lock on a box would show contents to everyone before master code was input - placing a lock on a box and then locking it wasnt hiding contents until next network update
Yesterday
wip floorpaper texture updates
Yesterday
Now sending packets over websocket, sending map via StreamContent, removed reliance on Time.frameCount (potential threading errors)
Yesterday
First pass trims/mat applications on kiosk A
Yesterday
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Yesterday
Client now takes a screenshot when running the copy commands and saves it into the copypaste files Set to 256x144 for now
Yesterday
Update: rewrite BasePlayer.UpdateSubscriptions into batch form Doesn't actually do anything different, just prep for adding managed tasks to it. Need to add unit tests and perf tests first Tests: booted into Craggy with jobs 3 - was able to see entities in the world
Yesterday
Up/Down arrows now move the autocomplete up and down Tab/enter/return puts the selected autocomplete entry in the input box as you'd expect
Yesterday
merge from indirect_instancing
Yesterday
rebase on main
Yesterday
* Turn `_PARTICLELAYER_ON` back to a multi_compile keyword to fix snow coverings. * Reject renderers with property blocks that set `_ParticleLayer` from instancing. * Keep renderers non-instanced when `indirect_instancing.fallback` is disabled. * Store reasons for reject/fallback and display it in the debug overlay. * Do not spam the console about fallback instances. * Rename ConVars monsters/non_monsters to multi_draw/single_draw for consistency. * Guard dangerous Indirect Instancing ConVars behind ClientAdmin. * Display the current biome when running `terrain.debug`.
Yesterday
single 50cal animation updates
Yesterday
Fix failed line of sight checks preventing vending machine purchases from floating city boat shopkeeper This was due to the invisible vending machine being under the sea 🐟 underneath the shopkeeper Updated flags for these vending machines so they are only accessible via talking to the shopkeeper, to prevent menu prompt conflicts for talking vs buying S2P all floating cities
Yesterday
Minor log changes
Yesterday
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