252,661 Commits over 3,990 Days - 2.64cph!

Today
merge from primitive
Today
merge from primitive/bikes_damage_tweaks
Today
Motobikes and bicycles damage balance pass following temp ragdoll implementationg: - vehicle and player take less damage from collisions overall - temp ragdoll initial velocity is now defined by GetMountRagdollVelocity, like for horses
Today
Update test projects so the solution loads with latest LTS Dispose handler when closing the socket
Today
Get mobile kind of working kind of acceptably
Today
Anim stuff
Today
Fix? 3p pies anim import weirdness
primitive -> Aux2
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Today
Refactor tiger perception of being watched, to allow them to know how long they were not watched
Today
Assign hold anim override
Today
Standalone: projects that only have the VR control mode enabled should automatically launch in VR, otherwise default to using the `-vr` launch param
Today
Fix return from aim frame range to remove glitching. Update anim controller for smoother/less delayed return on aim release.
Today
Assign a temp pie impact effect to prevent NRE
Today
Add support for throwing individual items in a stack instead of the entire stack. Setup pie anim controller to return to deploy after throw.
Today
Fixed previous Show Hitbox Debug displaying BBox hitboxes in the wrong place
Today
Fix uploads failing (due to package update)
Today
Make the tiger sneak faster when fully in its prey's back
Invert Ladder climbing controls when looking down (just like half-life)
Today
Remove logic to migrate from old project cookie, editor layout locations Fix default layout raising cloud browser, do asset browser instead
Today
Update: ServerDemoPlayer - use time as progress indicator, instead of bytes of stream consumed - Also removed a couple TODOs that are either done or decided to drop In the previous version there would be no progress report until the next timestamped messages was reached - this is confusing UX. Tests: played back the demo where I connect 15 seconds in, causing a jump from 0% to 18% progress. Now it's gradual.
Minicrossbow placed in an auto turret now shows fire arrows
Today
Fix pagination being a page off Fix package page offset not resetting
We need both of these
Inventory will always put you back at your current weapon when cancelling selection with right click and will auto-dismiss after 2s
Today
Merge from train_tunnel_altitude_2
Today
Fixed more cases of some underground train tunnel triggers sticking out of terrain
Today
concrete decals
Today
Default WindowedLocalInstances preference to true
Fixed WorldModels not getting created for a bunch of weapons :/
Today
IES should be using RgbaF16 to avoid banding
Switching weapons by hitting LMB no longer fires the active weapon on connected clients. Resolves #84
Don't run PickupNotice if Player is bot (prevents popups from appearing on host client when bots pick up weapons)
Today
More design cleanup Fix some permissions Flesh out monetization section
Yesterday
Projectiles now ignore any objects with `particles` tag. Prevents rockets from instantly explosing since they would collide with the casing eject particle
Yesterday
Setup leard armor insert worldmodel on the item
Yesterday
Do InputRouter::OnWindowActive based on engine window (not app) focus, fixes click-to-focus going thru as an input and shooting or whatever
Yesterday
primitive -> main
Yesterday
merge from primitive -> aux2
Yesterday
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Yesterday
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Yesterday
Cherrypick CS 112520 (fix_catfish_primitive_items)
Yesterday
Cherrypick 112514 "fix_metal_detector_no_loot"
Yesterday
updated .worldmodelprefab and fbx
Yesterday
Delete IESTextureGenerator, causes exceptions and IES are now images
Yesterday
lead armour plate model world model lods, materials and textures setup .worlmodel prefab
Yesterday
Add bitmap loader for IES files, treat them as images
Yesterday
Better throw event timing in anim
Yesterday
Update mouse capture position if we get new absolute pos while locked (eg when unfocused, tabbed) Keeps cursor position predictable/reliable, stops occasional out of date position being restored and yeeting my mouse across the screen Only SetCursorPosition while engine window's got mouse focus, prevents unwanted movement in editor