129,988 Commits over 4,201 Days - 1.29cph!

Just Now
sound changes on 50cal PT boat guns
4 Minutes Ago
including water depth in shallow water velocity scaling
5 Minutes Ago
Make sure the shore vector array is not filled with NaN values when water system is null
5 Minutes Ago
Actually we can't use ResetStaticFields here, its in a DEBUG define Added the ResetStaticFields method in TestRunner.cs
6 Minutes Ago
merge from puzzle_reset_changes -> main
7 Minutes Ago
ResetStaticFields on TestRunner
22 Minutes Ago
Jump improvements: - Setup ladder triggers around junkpiles to make jump ups easier - Add kinematic rigidbodies to junkpiles (better collision detection) - Boyancy point improvements
32 Minutes Ago
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37 Minutes Ago
Adding m92 refresh viewmodel rig
45 Minutes Ago
Merge from parent
46 Minutes Ago
Merge from volume_checks
47 Minutes Ago
Merge from volume_checks
49 Minutes Ago
Make radiation sphere outer range gizmo yellow so it's a bit more clear which puzzles have radiation at a glance
51 Minutes Ago
Add `drawpuzzleresets` convar so you can ddraw the puzzle resets & radiation ranges at runtime - will only show to admins who are inside the reset ranges - will update every 10s, based off puzzle reset code
52 Minutes Ago
Remove debug drawing
54 Minutes Ago
Setup remaining blocks
55 Minutes Ago
Updated folder paths, updated test list
1 Hour Ago
merge from cargoship_cameras
1 Hour Ago
Update network groups of cargo cameras inside the main cargoship movement update Fixes an issue where they stop working after cargo left its original spawn position
1 Hour Ago
Renamed Tests folder to AutomatedTests
1 Hour Ago
Wrapped all the test code in #if DEBUG
1 Hour Ago
DDraw .meta files
1 Hour Ago
Merge: from networkpositiontick_reduce - Optim: buoys, containers, water-junkpiles and vines no longer always replicate their position. Reduces number of NetworkPositionTick invokes from 2309 down to 522 on 4.5k map Tests: interacted with each prefab type, observed up close and from afar
1 Hour Ago
Update: codegen Tests: editor compiles
1 Hour Ago
Merge: from main
1 Hour Ago
Cherrypick DDrawCommand from naval update
1 Hour Ago
merge from main
1 Hour Ago
Loot Panel sorting ui
1 Hour Ago
merge from boat_building
2 Hours Ago
exported updated 3p chainsaw anims, also setup chainsaw entity to use r prop and removed offsets translation/rotations from the lods
2 Hours Ago
merge from naval_update
2 Hours Ago
merge from deepsea_height_data
2 Hours Ago
Bugfix: profile.CountSyncMoveEntities - check if invoke handlers are not instantiated - Also add a total count Tests: used it while swinging from vines
2 Hours Ago
undid temporary boat code, now using heightmap queries regularly
2 Hours Ago
simple deepsea/mainland heightmap query split (5th iteration of it) - currently limited to positional queries, normalized coord queries map directly to mainland data still - also fixed issue with deepsea shorevectors where they weren't being rotated into worldspace properly and still pointed in localspace directions
2 Hours Ago
rebaked tropical scene shore data to include heightmaps
2 Hours Ago
Optim: VineSwingMountable no longer syncs positions by default Should save another 0.7ms Tests: Swung across multiple vines in playground_vineswinging, descended on one to ground
2 Hours Ago
Fix exec command attributes, add `bot.exec_command_all` to execute commands on all bots.
2 Hours Ago
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3 Hours Ago
Add `bot.exec_command` and `bot.exec_command_sphere` to execute commands on bots.
3 Hours Ago
Knight Armour vest and pants repose.
3 Hours Ago
More setup and experimenting.
4 Hours Ago
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4 Hours Ago
Fixed FindPrefabPathsByLabel returning assets that contained the target label ("BaseVehicle" was returning assets with "BaseVehicleSeat" for example)
5 Hours Ago
correcting for height data normalization, denormalize with baked info and renormalize to current world size on application - lets us be consistent with how we interpret height data betweek deepsea and mainland
5 Hours Ago
Missed some floating walkway commits
5 Hours Ago
Fixed glass mesh layer (transparent > world)
5 Hours Ago
Consolidated into new lighting prefab.
5 Hours Ago
merge from pivot_or_die
5 Hours Ago
Compile fixes