192,569 Commits over 4,049 Days - 1.98cph!

5 Months Ago
merge from main
5 Months Ago
Disallow sending voice packets unless fully connected Try to mitigate server reconnect spam Also reset owner SteamID in more places don't throttle loopback connections Minor code cleanups
5 Months Ago
Initial setup
5 Months Ago
added GameTip for additional sculpting controls
5 Months Ago
able to switch tool into a smoothing mode with shift+rmb to smooth out the sculpture (desturctively) - hit guide changes colour and taost appears with current state - fixed issue where blurring was setting boundary values to true and causing holes to appear in the mesh
5 Months Ago
Added a detail layer property section to each of the blend shaders
5 Months Ago
Waterlogged methods cleanup Tweaked ballista waterlogged point
5 Months Ago
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5 Months Ago
Hackfix: skip bootstrap smoke test at the start - Key here is skipping error logs, since they trigger test failures. Right now we build this weird mutant executable, and it tries to run server-side smoke test despite being on client. It emits an error, that we can't suppress that early, and which tips over the tests. I'll need to fix this properly once I got better build pipeline control. Tests: ran LoadProcTest - it passed (though it's mostly a dummy test)
5 Months Ago
- Removed doubled stats prefab - More logging - Setup feed object parent
5 Months Ago
Added placeholder damaget to battering ram mats. Added damage script to entity. Added glass decals back.
5 Months Ago
enabled damage layer on all siege tower materials with detailLayer
5 Months Ago
Buildfix: added missing namespace qualifier Tests: none, trivial change
5 Months Ago
Stop NRE on clearing feed
5 Months Ago
Get admin panel stats instance properly
5 Months Ago
adding damaged materials for the ram shell
5 Months Ago
Bugfix: resolve location of asset bundles when running standalone perf test - Also symlinking server bundles instead of client, for now Tests: ran the LoadProcTest, no more logs of failing to open bundles
5 Months Ago
ram bucket texture upres - 1k feels a tad lowres for a focal point object
5 Months Ago
fixed incorrect material definition on battering ram rear door LOD2
5 Months Ago
merge from creativemode_io_text
5 Months Ago
Only show the creative mode text when a pending wire is active
5 Months Ago
added ability to alter carve radius while carving with shift+scroll (can also use the convar directly) for quicker large changes and finer control
5 Months Ago
icreased grid resolution further
5 Months Ago
Added a creative mode text in the IO hud UI when wiring stuff with creativemode.unlimitedio enabled
5 Months Ago
Added placeholder damage and damage script to catapult
5 Months Ago
Merge: from main Tests: none (big merge, going to fix any issues in follow up commits)
5 Months Ago
Bunch of compile fixes
5 Months Ago
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5 Months Ago
merge from teslacoil_tweaks
5 Months Ago
Reduced tesla coil power usage by increasing their damage so they need less power to kill (35 power -> 25 power)
5 Months Ago
merge from main
5 Months Ago
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5 Months Ago
Fixed battering ram door wheels culling, set to isDynamic
5 Months Ago
Merge from hackweek_car_radio
5 Months Ago
Rename the radio socket gameobject names to lower case to possibly fix pooling mismatch
5 Months Ago
fixed entity bounds on ice sculpture
5 Months Ago
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5 Months Ago
meta changes on some collider meshes
5 Months Ago
manifest update
5 Months Ago
Committing walkway changes to switch branch
5 Months Ago
merge from wolf-sound-tweaks
5 Months Ago
roof conditionals colliders and then some
5 Months Ago
Re-enable deployment checks
5 Months Ago
Merge from io_infinite_power
5 Months Ago
ioentity.infinitepower is now replicated Added a warning to the IO entity info panel when looking at an IO entity if infinite power is enabled
5 Months Ago
Merge from io_infinite_power