162,255 Commits over 4,597 Days - 1.47cph!

10 Months Ago
updated cabbage patch dance clip length (had been exported as 1 frame)
10 Months Ago
Deep sea signal computer LODs and col
10 Months Ago
Remove more unused HUD elements from builds HUDShouldDraw gets called for cl_showfps panel (when active) Remove more unused GameUI stuff Fixed crashes with certain material proxies when used on static props More minor cleanups sv_showimpacts draws server hitboxes in blue color Init QAngle to 0,0,0 on creation Fixed player hitboxes in vehicles at odd angles Fixed some player animation/hitbox desync * Vehicle animation poseparameters were not set serverside * Player "grab ear" animation was not playing serverside Restore sv_showhitboxes (cheat protected) Pull Request: Added color support for Arctic player model
10 Months Ago
Fix MountedWeapon rotation sounds starting again and being stuck on after dismounting while aiming. Tick() was sometimes running with _seat.AnyMounted() still returning true after ClientOnPlayerDismounted() so we're additionally checking _localMountedPlayer before starting sounds now
10 Months Ago
Deepsea signal computer mesh and prefab edits
10 Months Ago
merge cannon window clipping fix
10 Months Ago
Fix ballista mounting checks failing in reasonable/well grounded spots. Fix cannons ignoring windows when checking line of sight.
10 Months Ago
Update: ServerProfiler.Core - more method annotation exclusions - release bins built from c969bbab Mostly focused on reducing the overhead of Scientists2's FSM evaluation and getting rid of injected Burst codegen gunk Tests: craggy in C+S editor, entered deep sea, went to ghostship to wake up scientists, took a snapshot
10 Months Ago
Updated HorseMask
10 Months Ago
merge from main/naval_update
10 Months Ago
Fix regression that caused scientists to not be able to throw grenades through some bottlenecks to setup a group push
10 Months Ago
Bugfix: handle similar-to-inf budget timespans Tests: spawned on Craggy - no exceptions
10 Months Ago
Merge from scientist_agitation_fix - improve perf/gameplay by fixing a scenario where nearby scientists would never stay in cover and be hyperactive - improve perf by making scientists on other floors just lay in ambush, instead of constantly trying to peek above/below their floor - fix regression that caused scientists to not group up to push when throwing grenades, landing a shot, or not seeing the player for a while - fix some scientists still trying to push or throw grenades on a location even after their allies confirmed visually that the player is not there anymore - fix a pool leak
10 Months Ago
Merge from naval_update
10 Months Ago
Also prevent double push when throwing grenades
10 Months Ago
- Reduce random chance to push after peeking - Prevent double push after landing a shot on the player
10 Months Ago
Fix bug in push assist logic which caused recursion, causing everyone to push instead of just a group
10 Months Ago
server error fix
10 Months Ago
merge from main
10 Months Ago
ghostship crate spawn increase
10 Months Ago
audio changes on the 50cal turret and tweak on ptboat engine
10 Months Ago
- Fix npc not grouping to push (bug introduced with voicelines removal) - Fix leak - Have npc always try to not push alone
10 Months Ago
Merge: from main
10 Months Ago
Buildfix: remove non-existent call Tests: none, trivial change
10 Months Ago
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10 Months Ago
Merge from naval_update
10 Months Ago
Merge from naval_missions
10 Months Ago
- Mission to kill the deep sea patrol boat scientists now also counts PT boat scientists - Add an option for kills must be in a certain biome to kill objectives - Disabled positions are exlusive flag from last tutorial mission, was causing it to fail to find a valid position - Enable "drops loot" on deep sea mission treasure chest so that it actually drops its loot
10 Months Ago
exported edited 3p north and west jog anims
10 Months Ago
Initial blockout of rentable shop kiosk, variant F (still very WIP)
10 Months Ago
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10 Months Ago
merge from naval_update
10 Months Ago
Clean: remove extra level of indentation Tests: compiles
10 Months Ago
merge from artist_pack_dlc
10 Months Ago
removed stupid native -> managed -> native process that was happening, shore distance and vectors calculated as native and remain native
10 Months Ago
merge small cannon fixes to main
10 Months Ago
Fix ballista null error spam. Fix cannon left ground check being assigned incorrectly in the prefab. Fix cannon ground checks being affected by ground.
10 Months Ago
Update: InvokeProfiler now pushes executed_time and invokes_executed Tests: compiles
10 Months Ago
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10 Months Ago
updated signal computer
10 Months Ago
added normalized heightmap vis to baked ShoreVectorData
10 Months Ago
halved min/max of topology query radius range, now [8,16] mapped from heightmap range of [4,0] - significant reduction in topology query cost, will need to test some procgen maps that water isn't now invisibile in some niche case
10 Months Ago
further improvements - reuse positions and heightmap data from previous query in topology query, we were doing both twice - moved topology radii gen, reading of topology, and processing into water mask into a set of 3 jobs scheduled under one handle and completed
10 Months Ago
mortar bipod gibs
10 Months Ago
mortar bipod LODs & textures
10 Months Ago
- Treasure chest spawned in deep sea as part of mission no longer destroys loot as it now no longer has troll loot - Update mission provider dialogue so it makes better sense now that you pick up something decent - Make the treasure chest it's own prefab rather than a variant
10 Months Ago
playerboat_wheel_mount_optimization -> main
10 Months Ago
Enable mount parenting on boat building steeringwheel
10 Months Ago
Fix scientists not communicating with each other that target is lost, and some still rushing or grenading very stale location
10 Months Ago
fix easel not deployable on rocks, breaking on boats