142,207 Commits over 4,536 Days - 1.31cph!

11 Months Ago
Setup floor.wood prefabs, sockets, added to boat planner.
11 Months Ago
Merge: from main Needs codegen
11 Months Ago
Update: AnalyticsV2 - Azure uploader will update uploading client if endpoint settings change Tests: changed settings and checked with debugger
11 Months Ago
Fixed networking of ammo types for weapons Bump steam.inf Remove lua_matproxy_nobindmat Matproxies no longer push thousands of material objects to Lua Removed dummy user messages for removed haptics stuff Change ScreenFade network to just use floats Get rid of CHudMenu & its usermsg Remove dummy vote HUD user messages Remove Lua hacks that depend on up to date clients Changes around sv_visiblemaxplayers * It is now networked to clients and used for the loading screen data (in place of maxplayers), also appears in server_spawn event (on client?) * Add convar limits to sv_visiblemaxplayers (-1 to 128) * Removed unused globals set by `loading.lua` * Removed server data printed to console from loading screen (most of that data is duplicated by console print from server anyway) * Updated the aforementioned console print from server to include more data * Updated the color of the aforementioned console print (SVC_Print) to be unique Nuking SVC_Menu Improve networking precision of world clicker * This fixes VERY jumpy tool ghosts in singleplayer when using context menu aiming, especially close to crosshair.
11 Months 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.
11 Months Ago
Manifest update
11 Months Ago
Compile fix
11 Months Ago
Clean: replace ClientVar + ServerVar with ConsoleVar Generates less commands, avoids duplication in console autocomplete Tests: ran stats command - it worked
11 Months Ago
Update: AnalyticsV2 - allow resetting stat tracking Tests: logged stats before and after reset
11 Months Ago
merge from Halloween_25_Update/PH
11 Months Ago
Update: AnalyticsV2 - expose stats via convars Available via analytics.stats, analytics.tablestats and analytics.uploaderstats Tests: enabled v2 analytics and ran above commands
11 Months 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.
11 Months Ago
Card table world canvas culling based on distance
11 Months Ago
disable potato terrain rendering (shader level 1), level 2 new minimum terrain quality
11 Months Ago
Run anims on place/block change
11 Months Ago
Fix compile error
11 Months Ago
Final gen
11 Months Ago
rpc_improvements -> main
11 Months Ago
shadows render correctly
11 Months Ago
Generated new HLOD for floating city 1
11 Months Ago
building planner view model, new world model, materials, using reskinned wallpaper viewmodel
11 Months Ago
Added scene2prefab tags to casino and floating walkways to make sure they get picked up by the HLOD generator
11 Months Ago
switched HashSet to ListHashSet in BoatAI to get rid of enumerator alloc
11 Months Ago
Adding new v4 driiving anims to source
11 Months Ago
Ship lighting progress.
11 Months Ago
Fixed large backpack showing link to Krieg DLC in the repair bench
11 Months Ago
removed some deeper profile markers from GJK, unnecessary overhead with little info
11 Months Ago
merge from boat_building
11 Months Ago
11 Months Ago
Merge from naval_update
11 Months Ago
Start setting up improved npc grenades
11 Months Ago
merge from boat_building
11 Months Ago
moved a BaseBoat waterlevel test down a level so unpowered boats don't check it for no reason
11 Months 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
11 Months Ago
Compile fix
11 Months 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
11 Months Ago
Steering wheel changes for always smooth wheel turning visuals and to fix a couple of bugs.
11 Months Ago
Reduced material IDs in farm kios by 3. Changed farm sign to standalone asset.
11 Months Ago
Added Player and Entity to the Network extensions as well (so the source generator chills) Added so source generator as well
11 Months Ago
Add 4 proof of concept cameras to the cargo ship
11 Months Ago
Fixed cabinet light bleed on these.
11 Months 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)
11 Months 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
11 Months Ago
Updating horse riding anims to v4 rig
11 Months Ago
Scene2prefab on all fc variants
11 Months Ago
Simplified casino culling volume setup using custom mesh collider trigger
11 Months 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.
11 Months Ago
Fixed floating/clipping objects in FC3 and S2P. Reverted bench seat sitting positions.
11 Months 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
11 Months Ago
converted ladder hatch prefabs to use convex box colliders only added modular boat floor frame and floor.triangle frame prefabs