136,263 Commits over 4,293 Days - 1.32cph!

11 Minutes Ago
Dropped item fix
11 Minutes Ago
updated skins list - silly horse mask was set to wrong steam id
13 Minutes Ago
some vertex normal weights polish on doorway and window blocks added doorway and window blocks projected decal for the bone ornaments crypt bones decal projector files/textures
21 Minutes Ago
Fix pool leak
43 Minutes Ago
Bugfix: ensure Runtime profiler reports WorkQueue and Invokes from the same frame - moved it's logic to be invoked via PostUpdateHook.OnLateUpdate, rather than slamming it directly into PostUpdatehook internals Previously invokes would be from last frame, while work queues would be from current. It's still a little wrong, as we're reporting it as data from last frame - but at least it's consistently wrong Tests: none, will deal with any fallout later
53 Minutes Ago
Merge from artist_pack_dlc
55 Minutes Ago
Merge from main
1 Hour Ago
Update: rejig a couple parts of TelemStats to simplify code Tests: compiles
1 Hour Ago
- Paintball gun no longer applies paintball colours to the particle effects of entities which have custom impact effects setup - Fixed train bell dinging every time we just wanted to know what its impact effect is. Bell now dings when it's attacked
1 Hour Ago
merge from main
2 Hours Ago
Add DecalOffset component to allow decals to be offset along their relative y-axis Added this to paintball decals to fix most issues of them not appearing on some building surface types. Still an issue for the hard side of shipping container walls, might need an additional option to set per surface type.
3 Hours Ago
merge from main
3 Hours Ago
Updated Horse Mask LODs
3 Hours Ago
3p jump mid air anim exported after editing and assigned to playeranimation controller
3 Hours Ago
reworked shoredata blitting to handle rotated bounds properly and not clamp-extend outside pixels
4 Hours Ago
Deleted extra icon
4 Hours Ago
foundation triangle crypt displays correct wall type
5 Hours Ago
Fixing ak 47 anims not having tanslation baked into prop bones
5 Hours Ago
Merge from sails_motion_vector_fix
5 Hours Ago
re-applied crypt building grades to blocks post merge
5 Hours Ago
Upgrade Standard-Wind shader to match Standard Use Standard-Wind for sails to fix motion vectors
scientist_boats_gameplay_pass_4 -> main
Compile fix
scientist_boats_gameplay_pass_4 -> main
main -> scientist_boats_gameplay_pass_4
Use setup the correct starting rotation when mounting a turret
Today
Merge from workcart_leak_fix
Run camera animation stuff in update rather than messing around with invokes or seat overrides
- Fix head animations not working in build on the PT Turret - Stop get eye override cycling calling itself in some scenarios - Ensure IsEmpty is also set when jumping off a reloading turret - Remove Interface for mounted weapons - just look at the mounted weapon script instead
Today
fix PT boat turret movement sounds recycling too aggressively (fixes silent rear turret movement) fix PT boat turret dryfire sound spamming add light toggle sounds to PT boat (just playing flashlight on/off currently)
Fix paintball and pistol ammo english strings
Today
fixed signal computer scale genericspawnpoint now draws meshfilters at correct rotation/scale/position regardless of nested depth in prefab
Today
Add `client.receivelatency` cvar to simulate latency/ping for debugging.
Today
kitbashed a better signal computer
Today
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Merge from artist_pack_dlc
Fix paintball impact decals sometimes using generic bullet impacts Other impact effects should now be set to global if the effect happens to land on an entity. Global impact effects have spawn distance behaviour disabled if the initiator player is the local player. Looks like a bug, as it was set to be global if we hit non entities.
Today
Terrain renderer editor script
Today
Add terrain testing scene
Today
Add mesh spawn debug option
Today
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Today
merge from main
Today
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Today
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Today
Merge from water_junkpile_climb_fix_again
Today
Remove ladder volumes from floating junkpiles Add a new prevent movement volume extending underneath each wooden pallet collider by about 1m Prevents players getting stuck underneath junkpiles and makes them much thicker, making the jump out of water check more reliable
Today
Fix the mortar facing backwards when placing (even though ti's a placeholder model)
Today
Make the placeholder item icon for a mortar shell more distinct because a blue rocket is terrible
Today
Switch the adjustment tool from hammer -> pipe tool because holding E to pickup prevents the radial menu from opening
Today
Add per-player cooldown so you can't alternate mortars to fire faster than intended - set cooldown on both players & mortars - use prediction to set the cooldown on the client after firing the mortar so the UI for "Fire" doesn't flicker before the network update is sent