192,994 Commits over 4,049 Days - 1.99cph!

2 Months Ago
wip tiger attack ledge anim editing so it works on low ledges as well as higher ones
2 Months Ago
Update metal detector phrase
2 Months Ago
bugfixes
2 Months Ago
Added collectible double yield modifier, giving a small chance to get double loot when picking up a collectible Enabled on pumpkin pie for now
2 Months Ago
merge from main -> item_ownership
2 Months Ago
merge from fix_runtime_profiling_container_url -> main
2 Months Ago
Fix runtime profiler not running when using the new upload container convars - required the SAS token convar to be set even if it was using the container upload method
2 Months Ago
FGD: Allow `bool` and `boolean` to be interchangeable HDR override for FOG colors from 20th anniversary Requires networking changes, so not currently active Added logic_eventlistener(_itemequip) Serverside only entities, FGD included Merge x64 exclusive changes for compile fix
2 Months Ago
Merge: from main Tests: none, no conflicts
2 Months Ago
Reduced normal intensity of mossy wood floor. Added WIP bespoke bamboo stairs to ziggurat. Committing missing mauritia meta. Replaced missing prefab links from zigg scene.
2 Months Ago
FGD: Allow `bool` and `boolean` to be interchangeable HDR override for FOG colors from 20th anniversary Requires networking changes, so not currently active Added logic_eventlistener(_itemequip) Serverside only entities, FGD included
2 Months Ago
tool for checking trigger exclude layers for TriggerBase across assets
2 Months Ago
Horizontal header navigation
2 Months Ago
Merge from main
2 Months Ago
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2 Months Ago
Merge from Tiger
2 Months Ago
Stop current anim on client when entity is recycled
2 Months Ago
Fix root motion NRE
2 Months Ago
Add convar to control if item ownership is shown on client - `show_item_ownership`
2 Months Ago
merge from coarse_grid_bounds_fix
2 Months Ago
pad CoarseQueryGrid bounds to handle offshore monuments properly - world size is not inclusive of these, just terrain
2 Months Ago
Fix client server compile errors
2 Months Ago
Fix potential animation invalid state (animation stopped, but still playing) Fix tiger potentially getting stuck out of navmesh
2 Months Ago
Bee atlas files.
2 Months Ago
Merge: from parallel_validatemove * Modifies Full Server Demo recording to grab more data + timestamps per packet * Adds editor-only "DemoServer" server backend that we can use in editor to play back full server demos. Switch editor to ServerMode and put path in GameSetup object * New server-side batch-update of players routine - disabled by default as it's not validated yet. Controlled by `server.UsePlayerUpdateJobs` * Added GamePhysics batch versions of OverlapCapsule and OverlapSphere * Couple unit tests to check Water's batch queries against non-batched versions Tests: A lot of server demos recorded and played back in the editor doing core activities (looting, harvesting, interacting). Made sure standalone server and client builds locally.
2 Months Ago
Merge: from main Tests: none, no conflicts
2 Months Ago
merge from main
2 Months Ago
mauritia flexuosa - rest of the models and prefabs
2 Months Ago
merge from ioentity_optims2
2 Months Ago
honeycomb world model Meshlod, materials and textures updated existing honeycomb prefabs accordingly
2 Months Ago
Smooth out initial tiger rotation when preparing to leap
2 Months Ago
RF broadcaster and receiver flag networking
2 Months Ago
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2 Months Ago
merge from jungle_foliage
2 Months Ago
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2 Months Ago
bee grenade vm - added new admire - tweaked throw aim anim - new animator - set viewmodel prefab to use new animator
2 Months Ago
Fixed a crash when spawning certain vehicles 64bit versions of compile tools say that they are 64bit So it's more clear what version is being used from logs alone Merged Pull Requests * TTT: Change holdtypes for consistency with viewmodels * TTT: clarify Health Station usage hint text * TTT: Update localization files * Fixed tool sorting when some tools are missing localization strings * Micro-optimize Workshop Mount VGUI Rework how LZMA decompression works for BSP files The existing code was awful. The new one is less wasteful. Make util.TableToJSON output whole numbers without decimal point Minor cleanups Fixes towards MP3s hanging the game on first playback * Fixed MP3s recaching 2 times sometimes in a row * Fixed cache size not being able to exceed 65k * Make MP3s skip the ID3 data immediately on cache, not on first playback. This makes loading a bit slower per-file, but makes it so we don't need to cache 400KB of useless data per MP3 * Increased amount of cached data for MP3s to satiate initial burst of data access by BASS (from 16K to 96k) This was preventing async load of the entire file Merged Pull Requests * Refactor sandbox hints * Remove angular-ui, jquery-ui, jquery-color
2 Months Ago
Merge: from main Tests: none
2 Months Ago
Clean: ServerDemo - fix up names of entities that get reported via errors Tests: played back procgen demo
2 Months Ago
Added a bee swarm ai specific convar to disable them
2 Months Ago
- Made new convar to ensure AI weapons will also listen to AI settings 'ConVar.AI.effectaiweapons' - Bee Swarm AI now listens to ignore players and think settings if effect ai weapons is enabled (off by default)
2 Months Ago
Storage monitor only network flags
2 Months Ago
Start to preemptively do some optimisation work on BeeSwarms
2 Months Ago
Bugfix: ServerDemoPlayer - invert the error reporting logic for DestroyEntity Previously, we considered it an error if we couldn't find an entity that demo stream tried to destroy. But, if the server behaves correctly, then it should be already destroyed - so now we report an error when we do find an entity. Tests: played back the complex demo from procgen - errors still present, but harmless
2 Months Ago
Bee Swarm: - Increased particle size - If a player has managed to get far away from somehow then give up
2 Months Ago
Setup Beeswarm death screen info
2 Months Ago
Ensure beehive natural colliders are synced up across client + server
2 Months Ago
Lights and ceiling lights network optims Only network the flags, and only when necessary