127,784 Commits over 4,201 Days - 1.27cph!

1 Year Ago
Fixed instant camera world model LODs
1 Year Ago
Fixed store item category texts always showing as Clothing Skin
1 Year Ago
-Fire Extinguisher LODs, Prefab and collision changes
1 Year Ago
Add placeholder audio to wolf attack and hit
1 Year Ago
Merge: from main Tests: none
1 Year Ago
Fix not being able to move after closing sign drawing UI with chat open
1 Year Ago
Restored F7 report popup texts size again
1 Year Ago
Merge: from main Tests: built all modes, tried to repro 2 previous known bugs - didn't happen.
1 Year Ago
Frontiersman UI
1 Year 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
1 Year Ago
merge from main
1 Year Ago
Merge: from main Tests: none
1 Year Ago
Merge from main
1 Year Ago
Manually added cliffs to lake scenes the old fashion way
1 Year Ago
S2P launch site so the barricade mound fix gets applied
1 Year Ago
merge from world_update_2 - Staging wipe
1 Year Ago
Merge from fix_barricades_tunnel_entrance -> main
1 Year Ago
Fix barricades not being placeable on the 2nd variant of the above ground <-> below ground entrance of train tunnels
1 Year Ago
Fixed LODGroup conflict on blunderbuss world model
1 Year Ago
Merge from Blunderbuster
1 Year 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
1 Year 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.
1 Year Ago
Fix NRE when attempting to repair an item and removing the item from the repair bench at the same time
1 Year Ago
Merge from fix_monument_scenes_map_gen -> main
1 Year 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
1 Year Ago
Update conflicting prefab id on br_sphere prefab Manifest
1 Year Ago
merge from fix_barricade_snapping -> world_update_2
1 Year Ago
Fix socket mods not working after Construction.Placement was refactored from class to struct - showed up as high walls and barricades not snapping
1 Year Ago
Fixed mesh import settings on a bunch of divesite meshes Fixed seaweed decal not rendering (incorrect decal layer)
1 Year Ago
Add new panels that can be parented by community UI - all panels are scaled by uiscale Names - Inventory - Crafting - Contacts - Clans - TechTree - Map
1 Year Ago
Allowed foliage to spawn on cliff topology to fix blank gaps in between cliffs
1 Year Ago
Custom height map colliders for all cliffs (this should fix floating foliage issue)
1 Year Ago
Underwater light extinction fix test
1 Year Ago
merge from main
1 Year Ago
Reimported cliff_tall_d
1 Year Ago
radtown music missing files
1 Year Ago
radtown music
1 Year Ago
junkpile_water and oceanwreckbuoys seaweed dressing
1 Year 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
1 Year Ago
merge from main
1 Year Ago
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1 Year 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.
1 Year 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
1 Year Ago
radioactive_water -> world_update_2
1 Year Ago
Water purifier no longer purifies radioactive water
1 Year Ago
Adjusted hill cliffs anchors to fix a gap Pushed all hill cliffs slightly deeper to prevent similar issues
1 Year Ago
Ensure throwing out water forces a rad count on the vessel
1 Year Ago
▄▍▍ ▊▌▍▉▇▉ ▄▍▆▋█ ▆▆▌▌ ▊▉▉▆▍ ▉▅█▍▋█ ▌▇█▅▋ █▋▌▉▅█ ▅▆▍▄▅▅▆ (▉▉▆▆▉ █▆▌▋ ▍▇▉ ▇▄▋▍▋▋█▄▍▍█ █ ▇▋▆ ▇▇▇▍▇▄ ▅▇▆▅ ▉▋▄▍▍? ▋▌█▄▋ ██ ▇▆▆▊ ▅▇ ▊▅▌▍)
1 Year Ago
Fixed corrupted Cliff_tall_d_diff texture
1 Year Ago
Apply Panel:SetHTML/RunJavascript restrictions from main branch