130,835 Commits over 4,232 Days - 1.29cph!

14 Days Ago
Turn some DevMsg to DevWarnings * has an invalid spotlight * Warning, funcladder with block * --- Host_NewGame --- Properly prevent damage-inducing view punch from falldamage * It is applied from server only, so causes prediction errors. Falldamage viewpunch is already applied in the game movement code anyway.
14 Days Ago
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14 Days Ago
Manifest update
14 Days Ago
Compile fix
14 Days Ago
Clean: replace ClientVar + ServerVar with ConsoleVar Generates less commands, avoids duplication in console autocomplete Tests: ran stats command - it worked
14 Days Ago
Update: AnalyticsV2 - allow resetting stat tracking Tests: logged stats before and after reset
14 Days Ago
merge from Halloween_25_Update/PH
14 Days Ago
Update: AnalyticsV2 - expose stats via convars Available via analytics.stats, analytics.tablestats and analytics.uploaderstats Tests: enabled v2 analytics and ran above commands
14 Days Ago
Disabled some props from the GhostShip that will be in the lighting prefab instead. Transmission on the blue plastic fish crates. New signal light materials for red/green/white Working scene progress.
14 Days Ago
Card table world canvas culling based on distance
14 Days Ago
disable potato terrain rendering (shader level 1), level 2 new minimum terrain quality
14 Days Ago
Run anims on place/block change
14 Days Ago
Fix compile error
14 Days Ago
Final gen
14 Days Ago
rpc_improvements -> main
14 Days Ago
shadows render correctly
14 Days Ago
Generated new HLOD for floating city 1
14 Days Ago
building planner view model, new world model, materials, using reskinned wallpaper viewmodel
14 Days Ago
Added scene2prefab tags to casino and floating walkways to make sure they get picked up by the HLOD generator
14 Days Ago
switched HashSet to ListHashSet in BoatAI to get rid of enumerator alloc
14 Days Ago
Adding new v4 driiving anims to source
14 Days Ago
Ship lighting progress.
14 Days Ago
Fixed large backpack showing link to Krieg DLC in the repair bench
14 Days Ago
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14 Days Ago
removed some deeper profile markers from GJK, unnecessary overhead with little info
14 Days Ago
merge from boat_building
14 Days Ago
14 Days Ago
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14 Days Ago
Merge from naval_update
14 Days Ago
Start setting up improved npc grenades
14 Days Ago
merge from boat_building
14 Days Ago
moved a BaseBoat waterlevel test down a level so unpowered boats don't check it for no reason
14 Days Ago
burst compiling GJK distance methods directly, already compatible - not using jobs here as it would need a NativeReference alloc for no reason, we just want the go-fast button - verified compiling with burst inspector
14 Days Ago
Compile fix
14 Days Ago
Added prevent movement volumes to casino garbage piles near the bar Added prevent movement volumes to casino windows as a failsafe to prevent players from trying to get in through the windows
14 Days Ago
Steering wheel changes for always smooth wheel turning visuals and to fix a couple of bugs.
14 Days Ago
Reduced material IDs in farm kios by 3. Changed farm sign to standalone asset.
14 Days Ago
14 Days Ago
Added Player and Entity to the Network extensions as well (so the source generator chills) Added so source generator as well
14 Days Ago
Add 4 proof of concept cameras to the cargo ship
14 Days Ago
Fixed cabinet light bleed on these.
14 Days Ago
Can now use BaseEntity and BasePlayer as arguments in RPCs. Automatically evaulated at the other side when read This gives us the base to use these as SyncVar types later, (gives us a route out of the OnChildAdded then checking for references loop)
14 Days Ago
Setup to have cargo ship spawn its own static cctv cameras, defined by a point + rotation + point to look at Prevent the cameras inheriting cargos global network group
14 Days Ago
Updating horse riding anims to v4 rig
14 Days Ago
Scene2prefab on all fc variants
14 Days Ago
Simplified casino culling volume setup using custom mesh collider trigger
14 Days Ago
Merge: from voice_when_invis_fixes - Voice chat is now heard by nearby invisible players and spectators Tests: tested voice replication between 2 players, when invis and when spectating. invis case also tested disconnect-reconnect while invis.
14 Days Ago
Fixed floating/clipping objects in FC3 and S2P. Reverted bench seat sitting positions.
14 Days Ago
Update: allow invis players to listen to nearby voice - invis players are now tracked in BasePlayer.invisPlayers Tests: 2p on Craggy, 2nd player went invis, host tapped mic - replicated. 2nd player disconencted and reconnected, host tapped mic - replicated