140,589 Commits over 4,352 Days - 1.35cph!

2 Months Ago
main -> travelling_vendor_vis_fix
2 Months Ago
mountplayersync_ai_bypass -> main (yolo2)
2 Months Ago
Remove garbage allocations from BaseMission.id property Codegen
2 Months Ago
2 Months Ago
metal box matrix setup, updated icon
2 Months Ago
metal box removing temporary files
2 Months Ago
removed slight finger clipping on vm paintball gun admire animation
2 Months Ago
fixed crazy deploy size on paintable reactive target
2 Months Ago
Compile fix
2 Months Ago
added correct collision for window paintable but still cant see paint
2 Months Ago
latest paintable reactive target lods with power sockets skinned to rig and exported
2 Months Ago
Reinstate GetDeployAndEditPositionRotation checks. Temp disable parent boat chceck for finish editing.
2 Months Ago
Fixed minor zfighting in stone component box and fixed slightly offset origin, refactored explosives component box FBX to separate out glass
2 Months Ago
Applying all my recent shelved work.
2 Months Ago
Merge from naval_update
2 Months Ago
param changes to stone component box corpse, reran manifest
2 Months Ago
merge from naval_update
2 Months Ago
Prevent storage adaptor placement on boats
2 Months Ago
Updated performance logging to include the new shadow quality preset ConVar
2 Months Ago
stone box gibs corpse WIP
2 Months Ago
export update moving camera to origin
2 Months Ago
Merging main to build_cache_redirect
2 Months Ago
ore box prefab adjusted
2 Months Ago
ore box added corpse, split off matrix, lod adjustments, model adjustments
2 Months Ago
food box prefab tweaks for socket
2 Months Ago
Update ignore list to include new boxes
2 Months Ago
Merge from storage_adaptor_box_collisions
2 Months Ago
Merge from main
2 Months Ago
DeployVolume entity group lists now respect the entityMode field Switched the storage adaptor deploy volume collision check to ignore wooden boxes (will still be affected by prevent building check) Converted entity list to a EntityGroup for easier management
2 Months Ago
Icon commit pt 2
2 Months Ago
Icon commit pt 1
2 Months Ago
Added a placeholder charm selector to the skin selector box in the crafting screen Added support for adding arbitrary PropRenderers to the Icon Geneartor manifest (very hacky, needs some cleanup)
2 Months Ago
Convert AccessoryManager into a singleton scriptable object Add a new AccessoryItem class, derives from SteamInventoryItem, basically a skin that points to a charm prefab Convert spawning processes into GameManager so we can use pooling Store a selected charm per item in PlayerPrefs, similar to how we store the selected skin per item
2 Months Ago
Merge from main
2 Months Ago
Merge from naval_update
2 Months Ago
Minor TestRunner refacto
2 Months Ago
Don't turn on all child objects of culling volumes, was only needed to work around an editor bug
2 Months Ago
Merge: from useplayertasks_removegroupocludee_nre - Bugfix for NREs and errors when using -enable-new-server-occlusion-groups - Unit tests to cover parts of old logic and entirety of new logic behavior. 20 tests totaling 255 permutations. Tests: unit tests + 2p on craggy with noclip, teleportation, disconnect, killing sleepers and using OcclusionValidateGroups
2 Months Ago
Added progress bar, some layout changes TestRunner can return its progress at anytime when running tests
2 Months Ago
Clean: Calrify in a comment what provisions does new logic can guarantee Tests: none, trivial change
2 Months Ago
Merge: from main Tests: none
2 Months Ago
Merge: from useplayertasks_removegroupocludee_nre Tests: unit tests + bunch of manual tests
2 Months Ago
Bugfix: OcclusionValidateGroups - fix a false positive by inverting a subscription check Was testing subscriptions from perspective of occlusion group participants, not the owner of the group (and the group tracks what the owner is subbed to) Tests: teleported away then spammed OcclusionValidateGroups - no more "stale participants" messages for a short second
2 Months Ago
Fixed NRE when disconnecting from a server while in the deep sea
2 Months Ago
Bugfix: OcclusionGroup - handle case when player reconnects and reclaims his sleeper - Added unit tests - Reconnect(4), KillSleeper(4), KillSleeperAndReconnect(8) and DieAndRespawn(4) Tests: unit tests + 2p on Craggy with p2 reconnecting near p1. used OcclusionValidateGroups (need a minor fix)
2 Months Ago
2 Months Ago
Update manifest
2 Months Ago
Adjusted deep sea vertical bounds to match height of mainland bounds, fixes projectiles getting shot out of the bounds triggering a packet flood kick
2 Months Ago
stopgap water sky reflection until we have the water refl probe in RRP
2 Months Ago
merge from main to fix_manifest_errors