134,647 Commits over 4,293 Days - 1.31cph!

Yesterday
Fixed deep sea rad volume not restored after a server restart
Yesterday
Fixed duped collider on deep sea bottom collider
Yesterday
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Yesterday
Add support for different animator override controllers per surface type on wallpaper tool
Yesterday
Merge from main
Yesterday
merge from main to fix gui issue
Yesterday
Fixed some properties in the shader GUI script that were causing errors with the StadardWithTwoDecals shader's materials
Yesterday
merge from main
Yesterday
deleted unity viewmmodel camera anims (no longer needed)
Yesterday
merge from main
Yesterday
Anim update to Krieg shotgun and batteringram
Yesterday
merge from indirect_instancing
Yesterday
Fix deep sea island terrain not rendering properly when Indirect Instancing is enabled by not instancing all MeshTerrains for now.
Yesterday
Fix command count mismatch error spam due to destroyed materials.
Yesterday
merge from indirect_instancing (exception fix)
Yesterday
Fix a typo causing an access conflict between DamageTrackerRegionScanJob and TransformApplyJob
Yesterday
Merge from main
Yesterday
merge from indirect_instancing
Yesterday
Fix object popping caused by orphaned motion list entries in multiple ways: * Remove seq_nums from the motion list just before they are unassigned. This piggy-backs off the existing remove_queue to guarantee container safety when objects are destroyed at inconvienient times. No need for a separate motion_stop_queue. * Store parent entity for every InstancedLODComponent. When objects are returned to the pool they are unparented first, but they still need to know who their parent was so they can properly remove their seq_nums from that entity. Bonus: Fix some NREs when Indirect Instancing is disabled in the editor.
2 Days Ago
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2 Days Ago
Fixed sprinklers not applying water to planters on their first tick, would have worked as normal on subsequent ticks Tests now pass
2 Days Ago
Merge from parent
2 Days Ago
Apply minimum height to military tunnels S2P
2 Days Ago
Add support for optional minimum height for sphere puzzle resets
2 Days Ago
Added a couple of tests for sprinkler behaviour - checking if water container drains liquid, splashing a planter, splashing multiple planters and getting blocked by line of sight to planter
2 Days Ago
autoturret_improvements -> main (passed unit tests)
2 Days Ago
Fixed crashes to do with flexes on NPC models Probably fixed screenspace_general_8tex Added more data to util.GetSunInfo color, material, size Fixed a typo in nags_alyx.txt
2 Days Ago
Since we are no longer forcing aim direction packets constantly we need to save/load the aim direction as you would expect.
2 Days Ago
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2 Days Ago
Easels drop paintings (data saved) when destroyed
2 Days Ago
merge from slots_optimize
2 Days Ago
S2P Outpost
2 Days Ago
merge from naval_update/deep_sea
2 Days Ago
merge from naval_update
2 Days Ago
merge buoyancy batching progress to main, off by default. toggled by `buoyancy.use_batching`
2 Days Ago
merge from fix_nms_loot_reset -> main
2 Days Ago
Fixed NPCTalking.GetConversationWorldOrigin NRE if the deep sea wipes while you're talking to an NPC
2 Days Ago
merge from main
2 Days Ago
Renamed DeepSeaIslandMapMarker -> UIDeepSeaIslandMapMarker Moved it to the right folder
2 Days Ago
Fixed exit portal map marker showing when looking at the main land from the deep sea
2 Days Ago
Fix NMS not respawning loot after server restart - caused by puzzle reset not being attached to a generator - moved everything to a different PuzzleReset generator S2P
2 Days Ago
Reduced server physics bounds (with deep sea enabled) old: (-2000,0,0) (7000, 4000, 5000) new: (-1500,0,0) (6500, 4000, 5000)
2 Days Ago
Deep sea portal climate doesn't kick in if the deep sea is closed
2 Days Ago
Update idle event on krieg shotgun
2 Days Ago
Fix navMeshModifierVolume being accessed after being destroyed
2 Days Ago
Medical syringe animation updates on inject friend wounded
2 Days Ago
Only using the steering wheel resets lastUsed timer for decay purposes, not just being aboard.
2 Days Ago
Setup new overloads to BaseNetworkable GetConnections methods - this allows us to pass in the existing group of an object and avoid doing an expensive GetGroup() calculation. AutoTurret's will now only run idle tick provided they have a connections nearby. This means auto turrets with no one around wont do their rotations left and right
2 Days Ago
Moved the player map marker above the fog of war, so its shown above the deep sea portal markers
2 Days Ago
Merge: from triggerparentdelayedexit_optim - Optim: new TriggerParent volume processing mode, controlled by TriggerParent.TickMode (default to 1, old mode is 0). TickMode 1-specific optims controlled by UsePlayerV2Shortcuts and AllowTriggerSleeping switches (both enabled by default) Tests: built boats, sank them while on them, spawned 100 boats with sleepers both with TickMode 0 and 1