138,066 Commits over 4,324 Days - 1.33cph!

5 Hours Ago
Add BoatBuildingStation.StaticStationsEnabled convar. Kill any static stations that try and spawn if disabled.
6 Hours Ago
Add IsStatic to boat building station, set for static deployed version. Don't destroy a static BBS when finishing via the wheel.
6 Hours Ago
Updated and Improved Makeshift Coffee Table Prop LOD 3
6 Hours Ago
All IO entities are disconnected when a boat sinks, same delay as the doors etc
6 Hours Ago
Deployable test for missing guide mesh
Today
Tweaked Vertex AO Values on Makeshift Coffee Table Prop Created Makeshift Coffee Table Prop Prefab Setup Makeshift Coffee Table Prop Prefab, LODS and Colliders
Today
merge from hackweek_more_tests
Today
Handle multiple groundwatch components in the groundwatch test
Today
Restored spotlight and tripod spotlight deploy guides
Today
Fixed issue when meshes with and without uv2 channel were combined in the same batch
Today
merge from main
Today
Fixed HBHF and simple light groundwatch Fixed industrial light placement regression
Today
merge from testrunner_editor
Today
Compile fix
Today
Boxes DLC - fixed LOD issue with ammo box
Today
merge from main
Today
updated planners and wallpaper 3p run anim
Today
merge from testrunner_editor
Today
Fixed some selection bugs
Today
updated planners and wallpaper 3p anims/override controllers
Today
Split editor and runtime tests into two tabs Styling changes
Today
fixed issues with sunken and combat knives which are causing issues on the player update - combat & sunken now match each others orientation - contain no offsets in the model ( entity still does but will be zeroed on the player update) - set scale factor of combat world model to 1 (it was set to 1.5) and re-sized actual model correctly - removed transforms/rotations of models - re-connected the combat knife in it's entity - named knife correctly (w_knife instead of knife_w) - re-adjusted bounds and removed offsets on their .worldmodels
server_browser_remove_ping -> main
force player model to use average female skin set (for degbugging)
Today
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Today
Makeshift coffee table updated with vertex AO
Today
Updated blockouts for apartment sets
Today
Added Open Results button, reorganized the button bars Loading a result auto enables filtering, clearing results resets filtering
Today
Removing unecessary quotes that would silently fail parts of the Server pipeline
Check for skins_access value when checking if a steam item is in our inventory
Merge from main
merge from PlayerRigUpdate2
Cap mask updates, material tweaks
Added debug hair materials
Today
Fixed the test window not showing live results on some tests, unified the parameter normalization
Today
crypt building skin works with upgrade_radius and related commands
Today
big merge from main autoresolve conflicts in roof.prefab and roof.triangle.prefab
Today
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Today
Automated tests window changes: - Added a rerun failed button - Fixed the foldout arrows not clickable - Leaving playmode mid tests cancel the run correctly and generate results - Tests can only run in the automated test scene - Run button shows a playmode icon if clicking it will start playmode
Today
merge from main
Today
Merge from indirect_instancing_canvas_rendering_issue
Today
Merge from main
Today
Removed another BroadcastRefresh call that wasn't needed
Today
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Today
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Today
Added a broadcast refresh when the PhotoFrame paintable source is updated which fixes issues with some surfaces not updating correctly and reduced the number of broadcast refreshes that are needed for paintable sources
Today
Merge from main
Today
matrix display - enabled emission fresnel to reduce visual screen noise
Today
meds box - removed duplicate renderlod
Today
sulfur box - removed lod4, adjusted lod values, meshlod for matrix tools box - adjusted lod values