139,823 Commits over 4,352 Days - 1.34cph!

Today
merge from new_console-ui
Today
Terrain quality now effects terrain LOD global scale Clamp terrain cells to terrain borders In editor TerrainMeta will try and find terrainData if null
Today
Merge from conveyor_min_fix
Today
Remove asset labels from electric.waterwheel.guide.prefab as it was breaking tests generation
Today
Fixed a case where conveyors would ignore the minimum field when transferring items if there were multiple filtered items being transferred Added a test for this case
Today
Don't show the world version of an attachment if we're in first person (it was floating in the air)
Today
Improved world space rotator, slowed down rotation lerp so we get a little bit of easing
Today
Merge from main
Today
Decent enough workflow pss for evaluation After editing a shot the shot is reopened and edit settings reset Overwrite the existing slot Fixes
Today
First pass on recording new data into a track UI kinda functional
Add a few more preloaded error objects
- New error system - Can append errors together and update a total rather than spamming the same error repeatedly hiding everything else - Current max of 10 unique errors shown (always shows latest at top - Add convar to go back to the legacy error system (incase)
Today
Merge from main
Today
Codegen
Today
Improve switching between terrain renderers in game for testing Remove terrain prefab from worldsetup Rename renderer to GeometryClipmapTerrain Fix compile error with server
Today
Under the hood work to support muting and recording over specific demo shot tracks (eg. pos, rot, fov, etc)
Re-enable engine ui2
UI design for a new error display (replace the wall of red text with something a little cleaner)
Today
fix up armored ladder hatch sound implementation
Collectables network range adjustment: berry-green-collectable 256m -> 128m berry-black-collectable 256m -> 128m berry-blue-collectable 256m -> 128m berry-white-collectable 256m -> 128m berry-yellow-collectable 256m -> 128m berry-red-collectable 256m -> 128m driftwood_1 256m -> 128m driftwood_2 256m -> 128m driftwood_3 256m -> 128m driftwood_4 256m -> 128m driftwood_5 256m -> 128m deadlog_a 256m -> 128m deadlog_b 256m -> 128m deadlog_c 256m -> 128m Loot-Barrel-1 256m -> 128m Loot-Barrel-2 256m -> 128m Corn-Collectable 256m -> 128m Orchid-Collectable 256m -> 128m Potato-Collectable 256m -> 128m Pumpkin-Collectable 256m -> 128m Rose-Collectable 256m -> 128m Sunflower-Collectable 256m -> 128m Wheat-Collectable 256m -> 128m Wood-Collectable 256m -> 128m Trash-Pile-1 256m -> 128m
Today
Merge from armored_ladder_hatch
Today
Cleanup
Created a tool + context menu button on all BaseEntities to print out LOD culling range. This is useful so I can accurately set network range settings for a bunch of entities. For some things theres point networking to 256 if i can only be seen up to 100m etc.
Today
If an effect is going to be parented to a scaled bone, reparent the effect to the root object Fixes Look rotation errors when shooting scaled mesh colliders
Today
imported and assigned sounds for the armored ladder hatch
snake 256m -> 128m
Today
merge from waterwheel_deployable
Today
manifest
crate_underwater_basic 256m -> 128m natural_beehive 256m -> 512m
grenade_molotov 256m -> 128m
orebonus_generic 256m -> 128m metal_detector_source 256m -> 128m treemarking 256m -> 128m treemarking_nospherecast 256m -> 128m debris_wall 256m -> 128m
Reduce exposed stash network distance from 258 -> 128 meters
Increase hot air balloon and hot air balloon armour networking distance from 256 -> 512 meters
Reduce network range to 128m on: IMPORTANT: - item_drop (leaving buoyant as it) (leaving backpack as is) DECOR/MISC: -Heavy Scientist Plushy -Hazmat Plushy -Pinata -Parachute Unpacked -Headbag -Fish Trophy -Wanted Poster -Confetti Cannon -Twitch Trophy
Today
moer charm attachment points
Today
Implement CHAR_DIRSTEREO Also fixed a potential issue with CAudioDeviceSDLAudio Iterate over duplicator positioning * Do not render preview in depth/skybox pass, do not adjust dupe spawn height which affects tall dupes Fixed GM:AdjustMouseSensitivity returning nil still affecting sensitivity * Invalid returns were acting as 0, but -1 was expected for "no action". Now non number returns are treated as -1 Remove more "test" console commands * drawcross, drawline, cast_ray, cast_hull, test_dispatcheffect Change buddha messages to be send to client console Remove hidden "killtarget" concommand Make base gamemode load spawnpoint list from the entity * So we have 1 dynamic list of spawnpoint entities we want Lua to register and use Added MC:V to mountable games list
Today
Added door controller slots to the outside of the armored hatches
Today
Expanded renderer bounds on the ladder hatch skinned meshes
Today
Fixed pivot on Kiosk E decals
Today
Decal work on Kiosk E
Today
Backpack is always showing on the 7th slot Open folder button
Today
WIP on fishing changes - Add overfishing: catching too many fish in a given area will overfish it, making only junk items come up on subsequent casts (many convars to come, it will be highly configurable do not worry) - Deepsea fishing has better results, low tier fish removed from the fishing loot pool
Today
(potentially) Fix signage pooling issues.
Today
Fix main menu manager start up error when running with main menu disabled.
Today
Merge from main
Today
Merge from tunnet_netgroup_fix/launch_site_hole_carve
Today
First pass of rentable shop leak decals. Enabled GPU instancing on rentable shop materials. Re-UVd decals on Kiosk F.
Another partial fix for small hunting trophy
Today
partial fix for point/spot light biasing inconsistency with BiRP
Today
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