140,133 Commits over 4,352 Days - 1.34cph!

Yesterday
Codegen (was missing an update for the io counter interaction)
Yesterday
F2 opens the old console (until we remove it)
Yesterday
Don't keep the copypaste menu active when closed
Yesterday
Removed UIEscapeCapture from the console input field so it doesnt capture escapes
Yesterday
merge from skinviewer_easter
Yesterday
merge from main
Yesterday
merge from new_console-ui/loadouts
Yesterday
Save current loadout button: creates a new loadout using your current inventory
Yesterday
Clamp borders at corners of cells
Yesterday
Codegen
Yesterday
merge from new_console-ui
Yesterday
Terrain quality now effects terrain LOD global scale Clamp terrain cells to terrain borders In editor TerrainMeta will try and find terrainData if null
Yesterday
Merge from conveyor_min_fix
Yesterday
Remove asset labels from electric.waterwheel.guide.prefab as it was breaking tests generation
Yesterday
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
Yesterday
Don't show the world version of an attachment if we're in first person (it was floating in the air)
2 Days Ago
Improved world space rotator, slowed down rotation lerp so we get a little bit of easing
2 Days Ago
Merge from main
2 Days Ago
Decent enough workflow pss for evaluation After editing a shot the shot is reopened and edit settings reset Overwrite the existing slot Fixes
2 Days Ago
First pass on recording new data into a track UI kinda functional
2 Days Ago
Add a few more preloaded error objects
2 Days Ago
- 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)
2 Days Ago
Merge from main
2 Days Ago
Codegen
2 Days Ago
Improve switching between terrain renderers in game for testing Remove terrain prefab from worldsetup Rename renderer to GeometryClipmapTerrain Fix compile error with server
2 Days Ago
Under the hood work to support muting and recording over specific demo shot tracks (eg. pos, rot, fov, etc)
2 Days Ago
Re-enable engine ui2
2 Days Ago
UI design for a new error display (replace the wall of red text with something a little cleaner)
2 Days Ago
fix up armored ladder hatch sound implementation
2 Days Ago
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
2 Days Ago
Merge from armored_ladder_hatch
2 Days Ago
Cleanup
2 Days Ago
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.
2 Days Ago
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
2 Days Ago
imported and assigned sounds for the armored ladder hatch
2 Days Ago
snake 256m -> 128m
2 Days Ago
merge from waterwheel_deployable
2 Days Ago
manifest
2 Days Ago
crate_underwater_basic 256m -> 128m natural_beehive 256m -> 512m
2 Days Ago
grenade_molotov 256m -> 128m
2 Days Ago
orebonus_generic 256m -> 128m metal_detector_source 256m -> 128m treemarking 256m -> 128m treemarking_nospherecast 256m -> 128m debris_wall 256m -> 128m
2 Days Ago
Reduce exposed stash network distance from 258 -> 128 meters
2 Days Ago
Increase hot air balloon and hot air balloon armour networking distance from 256 -> 512 meters
2 Days Ago
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
2 Days Ago
moer charm attachment points
2 Days Ago
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
2 Days Ago
Added door controller slots to the outside of the armored hatches
2 Days Ago
Expanded renderer bounds on the ladder hatch skinned meshes
2 Days Ago
Fixed pivot on Kiosk E decals
2 Days Ago
Decal work on Kiosk E