143,307 Commits over 4,383 Days - 1.36cph!

59 Days Ago
Lighting prefab.
60 Days Ago
Fixed all kinds of whackery with industrial.ceiling.lamp.on.prefab
60 Days Ago
Lighthouse lighting prefab V2 (not applied)
2 Months Ago
Some movements improvements: smoothed steering input, speed based lateral damping and gait auto promote Also added a rough noclip command so I can move around the gym easily
2 Months Ago
merge from deepsea_fixes
2 Months Ago
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2 Months Ago
Implement indirect instancing profiling module to record debug data, needs .debug to be active atm.
2 Months Ago
Add convar to tweak radius of the vision occluding ball generated by smokes for NPCs
2 Months Ago
Apartment complex b progress
2 Months Ago
mesh.Begin throws errors with invalid primitive counts Fixed a crash with func_button and Sandbox drive system Lets try making r_radiosity default to 4 again Add some sanity checks to map loading
2 Months Ago
Update: shifting job dependency downstream Tests: none, trivial change
2 Months Ago
Update: added AntiHack.AreSpeeding - (almost) fully jobbified version of IsSpeeding Only active with UsePlayerUpdateJobs 3. Needs unit tests, will do that later. Tests: booted on craggy with UsePlayerUpdateJobs 3 and ran around.
2 Months Ago
no more LINQ, added TimeWarnings
2 Months Ago
Baseline, added RidableHorse2 prefab and skeleton
2 Months Ago
Buildfix: type missmatch Tests: editor compiles
2 Months Ago
updating component box performance pass
2 Months Ago
Update: add BasePlayerJobs.CalcPlayerSpeedJob Tests: none
2 Months Ago
Update: add ScatterValueToJob utility job Tests: none
2 Months Ago
Update: add TerrainHeightMap.GetNormalsIndirect Tests: none
2 Months Ago
server_browser_phrase_fix -> main
2 Months Ago
Remove unused phrases
2 Months Ago
Fix a bunch of missing tags on the map creator
2 Months Ago
merge from main
2 Months Ago
merge from deepsea_fixes
2 Months Ago
Changed world.drawbounds to only send ddraw to the player running the command
2 Months Ago
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2 Months Ago
Buildfix: fix up missed renames Tests: unity compiles
2 Months Ago
Add some invalid handle checks to shadow rendering
2 Months Ago
merge cannon_fuseburn to main
2 Months Ago
Remove exit time between reload -> reloaded state in cannon barrel
2 Months Ago
merge from deepsea_fixes
2 Months Ago
Prevent tutorial islands from destroying deep sea portals when closing 🙃
2 Months Ago
exported updated helicopter reardoor idle anim
2 Months Ago
Update: AntiHack now track it's own persistent cache of player states - base player internals redirect to the cache when jobs 3 is set Gets synced when player enters and leaves player cache (even if they're disconnecting). This allows us to change jobs level without mesing up player state. Tests: none, WIP
2 Months Ago
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2 Months Ago
update from main
2 Months Ago
Fix cannon aim jitter on high ping when reloading and lighting the fuse
2 Months Ago
Update: Gather more player state for Jobs3 work - rewrite how we add to/remove from PlayerCache to add custom handling for specific systems (needed for AntiHack) Tests: none
2 Months Ago
exported horse animations and rig
2 Months Ago
boat_highspeed_parenting_fix -> main
2 Months Ago
merge from /indirect_instancing
2 Months Ago
Stop high speed dismounting throwing you from your player made boat
2 Months Ago
merge from main
2 Months Ago
Merge from turret_paintball_fixes
2 Months Ago
resolve conflicts
2 Months Ago
merge from main
2 Months Ago
* Add an extra update call at the end of the frame after spawning instanced objects to catch spawn-then-move position errors. * Only deal with valid LOD states and skip invalid states both in the middle and at the end of the state array. * Reject renderers without materials outright.
2 Months Ago
Added a toggle to switch in between remote and local store override data in editor Added a popup warning when uploading
2 Months Ago
Altimeter works
2 Months Ago
Fixes for how paintball gun behaves with turrets: - Damage is now increased when a paintball gun in a turret shoots someone wearing paintball overalls, same way when shot by another player wearing overalls - Last applied paintball colour is now retained when placing the paintball gun in a turret Misc changes: - Removed paintball damage scaling in code for hitting different entity types, instead use the protection property assets - HeldEntity cached item is now usable on both client/server - Add sourceWeapon to projectiles, so the client can retrieve the source weapon entity from locally instigated projectiles - HitInfo is now Disposable, same pattern as PooledList - Remove various unnecessary HitInfo allocations