137,015 Commits over 4,324 Days - 1.32cph!

11 Minutes Ago
merge from main
26 Minutes Ago
Fixed the input bar
30 Minutes Ago
Fixed the UI, kinda
48 Minutes Ago
codegen localization
58 Minutes Ago
cinema screen code
1 Hour Ago
cinema screen ui, placeholder model and prototype code and prefab setup
2 Hours Ago
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3 Hours Ago
hooked up store icons to steam items - realised the item prefab can control the ingame icon
4 Hours Ago
hooked up media images to lny26 sitems and also added store-only icons (currently unused because skin asset doesnt have functionality)
5 Hours Ago
merge from main
5 Hours Ago
comps box matrix added, guide mesh assigned, prefabs updated, icon updated
5 Hours Ago
comps box removing temporary files
Today
Nested grid changes: - Add scale to instance data - Move rotation float2 to uint - Handle finding grid coords in nested grid with thread id - Find LOD using precomputed offsets instead of distances - Adjust grids by offset from LOD0 grid
Today
Don't load monument bundles or asset scenes when running a local server Add a list of allowed files, don't let the asset scene system load them (not quite working yet)
Today
Tutorial island successfuly runs as a scene in a dedicated build
Today
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Fix clientside golf ball stuttering
Today
Fixed a bunch of serialization mismatch fields in BoatBuildingStation, BoatAI, BoatBuildingBlock and PlayerBoat Was preventing local builds
Today
Build stuff WIP
Today
Compile fixes
Today
Setup tutorial island scene as a playable scene Ripped out a massive amount of tutorial code for handling the spawning around the world edge
Today
Fix compile errors in Server mode
Today
Fixed server shutting down when player tried to connect Better line reading of logs
Today
Merge from main
Today
Fix a crash in CVoiceGameMgr::ClientConnected due to binary module usage Fixed normal headcrabs not spawning from their cannisters Remove the entire GameStats(Uploader) system Its never used by anything, just wastes resources Also references to xboxsystem and matchmaking systems that were still compiled in Ship a fixed hunter_flechette.mdl * Uses the idle animation by default now instead of the impact animation, so they actually fly straight now, not at an angle Update AR2, Flechette Gun and SLAM spawn icons * AR2 icon now points the same way as other guns, SLAM icon now has the same warmer colors as all the other icons, Flechette Gun icon no longer uses the angled model in the preview Fix Flechette Gun being able to shoot through thin walls Fix file list concommand autocomplete searching mounted content It's only used for stuff like saves and demos, no need to search in mounted games like HL2 Fix sounds played via env_microphone having no subtitles
Today
Refactored node config fields Added config fields UI
Today
Codegen / manifest
Today
Add trailer chassis that is scaled larger to fit building block sized trailers
Today
Add shipping container building block trailer prototype thingy
Today
Disable the RendererBatching components on shipping container skin for the hackweek
Today
Merge from fishing_village_perf (not expecting much from this, but worth changing anyway)
Today
Fixed youtooz bobble heads breaking after 10 uses
Today
tweaked guitar inUse position
Swap away from projectiles in favour of a standard BaseEntity - Golf ball can be claimed by a client, this takes client ownership and updates the server on its position (ensuring accurate collisions for local client) - Various settings to tune update amount - Simple press e to force golf ball in that direction
Today
Fixed flamethrower not unlocking 5.56 in tech tree. Fixed incend pistol ammo not unlocking 5.56 in hardcore
Today
Very first pass of the node graph: from the data computer, you can build graphs with simple logic gates (similar to scratch/UE blueprints) Graphs can read data from devices connected with data chips, trigger power outputs... Can't 100% test it yet because after spending 50 years on the systems I now need to spend another 50 years getting a decent UI
Today
Set exclude layers on fishing villages SafeZone trigger. Ran s2p on all fishing villages to bring in turret layer exclusions.
Today
Set exclude layers on sentry.bandit.static
Today
Merge from main
Today
move PlayerEnterOrLeaveDeepSea RPC to the PreTeleportPlayer as it is called for all players regardless of mount/passenger state, ensures clear shore vectors
Today
merge from mounted_shorevector_clear_fix
Today
Drums - Updated foot ik positions on drumkit - Updated override controller
Merge from naval_update
Merge from main
Today
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Today
Merge: from main
Today
Bugfix: prevent leaking entities into save from transient containers Tests: 2.5k procgen map with disabled deep sea - 5 time save-load, went from 15,565 to 15,606. So we're still leaking, but less than a 0.1% per save. Didn't see anything specific in the entity dump.