130,934 Commits over 4,232 Days - 1.29cph!

12 Months Ago
Cherrypick menu loading screen change
12 Months Ago
Cherrypick code changes from queue_improvements onto new branch
12 Months Ago
player preview fixes
12 Months Ago
Fix compile error by adding missing namespace
12 Months Ago
Delete .private files
12 Months Ago
Undo the subtract
12 Months Ago
Update: change indent_style to 4 spaces Tests: regenerated projects and tabbed a couple times - it's spaces
12 Months Ago
Update: PerfFwkManager can switch scenes - Done via a basic command interpreter (same as ConsoleSystem, just supporting coroutines) - renamed PerfFwk.IsReady to IsDone Tests: ran the LoadProcTest - asserts validated the switch is done, but no proc gen happening yet
12 Months Ago
merge from main
12 Months Ago
Use spine3 twice in spinebone list (temp solution for spineIK errors)
12 Months Ago
better gibs and saved better icon position
12 Months Ago
player_model prefab work
12 Months Ago
Remove now uneeded sound defs.
12 Months Ago
Fix double ifdef
12 Months Ago
Refactor to remove duplication.
12 Months Ago
Effects
12 Months Ago
More minor cleanups Check allocated edict count before allocating more this should prevent`ED_Alloc: no free edicts` crashes when spam spawning hundreds of entities per second.
12 Months Ago
Show building blocked message in upgrade menu.
12 Months Ago
Give box collider support to trigger radiation: - Ensured modding radiation cubes work - Applied Cube Prefabs
12 Months Ago
merge ice_sculpture -> main
12 Months Ago
updated ice sculpture icon - updated render scene as it needs custom tweaking to get an icon rendered
12 Months Ago
Catapult projectiles cleanup
12 Months Ago
Added new ballista bolt items
12 Months Ago
Compile fix
12 Months Ago
ice sculpture pedestal gibs first pass
12 Months Ago
re-baked construction guide mesh
12 Months Ago
Layer exclusions when upgrading
12 Months Ago
update deployment bounds
12 Months Ago
mesh collision for ice sculpture pedestal
12 Months Ago
merge from main
12 Months Ago
▍▌▉▅ ▊▌▋▄▅█▆▇ ▊▇▊█▊ ▋▊▇ █▄█▌▆▉▅ ▄▉▆▊▄▄▍▊ ▅▄ ▇▅▌█
12 Months Ago
Update: Executing deferred command and waiting for it's execution - also fixed the deferred command not being executed because it's missing the prefix (this took weirdly long to spot) Using it to pass control for the actual testing top the game assembly Tests: Ran LoadProcTest, it passed
12 Months Ago
lods and meshlod setup
12 Months Ago
mini crossbow viewmodel animations updated
12 Months Ago
Increase stone wall player deploy volume area to include collision area. Set time placed.
12 Months Ago
- Wrote a script to resolve duplicate bone names by appending digits - Removed the vast majority of duplicate bone warnings on siege tower (rest will need looked at after art pass)
12 Months Ago
- Fixed door NRE still happening sometimes - Changed my stupid OnChildAdded override
12 Months Ago
Siege tower prefabs
12 Months Ago
Fixed siege tower drawbridges replication Fixed SiegeTowerDoor NRE Manifest
12 Months Ago
merge from main
12 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
12 Months Ago
Initial setup
12 Months Ago
added GameTip for additional sculpting controls
12 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
12 Months Ago
Added a detail layer property section to each of the blend shaders
12 Months Ago
Waterlogged methods cleanup Tweaked ballista waterlogged point
12 Months Ago
▅▌▋▌▇ ▅█▍▍ ▌▆▌▆▊▌▆▇_▋▋▆▍_▋▋▍▌▊▍_▍▅▌▅▅▇▅▋▋
12 Months Ago
▊▉▄ ▊▌▆▄█▌▉▉▄▉ ▅▅▊▍▄▊ ▌▋█▉▉▋ (▄▄▇▌▄▋-▌▍▄▇▊▄█▅) ▍▉ ▋▇▋▌ ▌▊▆▄▊▋▆█ █▄▅▄█/▍▌▅▊ ▊▋▋▊▄ █▋ █▉█▍▋▆▄ ▅▋▋▍▇▌▇ ▅▇███▄▆ ▊▉▉▆▋ ▌▅ ▉ ▄▆▋▅ ▉▉ ▅▆▆▊▆▍ ▍▆▋▍ █▇▇██ ▆▅ ▉██▌/▍▍▋▍▇ ▍▉ ▋█▆▆
12 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)
12 Months Ago
- Removed doubled stats prefab - More logging - Setup feed object parent