136,124 Commits over 4,444 Days - 1.28cph!

4 Days Ago
Clean: remove demo.full_server_demo - rip out a bunch of stuff related to it, including transient entity serialization - remove MessageType.DemoDisconnect and DemoTransientEntities (no need for protocol change) Tests: compiles
4 Days Ago
Glowing wallpapers - foxfire wallpaper update
4 Days Ago
Ensure the NPC takes the scrap before granting access to the security room
4 Days Ago
merge from dpv_fuelbar_fix
4 Days Ago
Fixed DPV fuel bar text regression
4 Days Ago
Fix security guard having the wrong method overridden so the conversation actions weren't doing anything Update phrase
4 Days Ago
Clean(editor): remove ServerDemoPlayer Tests: compiles
4 Days Ago
Rotate security guard 180 degrees
4 Days Ago
Dress the vendor & security guard as bandits instead of the placeholder peacekeeper outfits
4 Days Ago
Clean: remove AntiHackDemoProcessor - drive by deprecated API fixup Starting process of removing full server demos Tests: compiles
4 Days Ago
merge from prototype -> apartment_complex_monument
4 Days Ago
Arrow Feedback
4 Days Ago
Setup enum dropdown to override initial gamemode in Game Setup
4 Days Ago
games minifridge - updated with game model - added some early baked textures - updated prefab light - updated materials
4 Days Ago
Manifest, localization
4 Days Ago
Adjusted how sockets are counted in the test. Fireplace now passes
4 Days Ago
Cherrypick 154959 155015
4 Days Ago
Add bonerenderer baker + conversion components. Converts non-deforming skinned meshes to normal meshes and attaches them to transforms.
4 Days Ago
Merge from apartment_complex_monument
4 Days Ago
satellite blockout progress
4 Days Ago
Resave TimeManager Tests: nothing specific, but have been running with this changed for a couple days
4 Days Ago
Merge from new_navmesh_fixes, adds low level logs to help debug crash
4 Days Ago
Merge: from waterlevel_deepsea_sample_fix - Bugfix for water level queries incorrectly mixing deep sea and overworld states - Bugfix for deep sea ocean sim using overworld heightmap - Simplified TerrainHeightMap API Tests: ran unit tests, booted into craggy, explored deep sea and swam around
4 Days Ago
Merge from apartment_complex_monument
4 Days Ago
Merge from main
4 Days Ago
Add -checkTileValid starter param that slows down everything, but can help us narrow down the crash
4 Days Ago
Bugfix: avoid NRE when ocean sim is not initialized and we don't need it Tests: booted into craggy
4 Days Ago
Subtract merge from main 154957
4 Days Ago
Added sounds to the rentable shops at the apartment complex
4 Days Ago
Lighting prefab update
4 Days Ago
added third option for roll container
4 Days Ago
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4 Days Ago
Merge: from main
4 Days Ago
Clean: simplifyy WaterSystemBurst.GetHeightArray_Burst Tests: none, trivial changes
Rin
4 Days Ago
merge from clan_table_box
Rin
4 Days Ago
Adjusted prevent building volumes to allow box deployment under the clan table Added foliage displacement
4 Days Ago
Adding a sewage tank that is in working condition inside WTP tweaked terrain and surroundings WTP S2P
4 Days Ago
Bugfix: OceanSimulation.GetHeightAttenuation - handle positions in deep sea Tests: WaterLevel unit tests pass
4 Days Ago
Bugfix: Rewrite WaterLevel.GetWaterLevel to properly take in deep sea state Tests: ran unit tests, water level consistency tests fail due to bug on OceanSimulation side, serial path, will fix next
4 Days Ago
merge from main
4 Days Ago
Targeting flashes
4 Days Ago
Basic implementation of softcore 'raiding windows' This prevents raiding outside of predefined server hours. - Prevent building block damage outside the window (by projectile or explosive) - Freshly placed tool cupboard (up to an hour) can be raided even outside the window - Melee damage is still allowed - Twig is always breakable - Can't fire MLRS outside the window - Per server convars for control (ability to also customize weekend hours) - Setup to a open/close noise when the window opens or closes
4 Days Ago
Recalculate bounds on the champagne firework `MortarChampagne`
4 Days Ago
Planter bench colliders Scene2prefab
4 Days Ago
Recalculated bounds on medium battery
4 Days Ago
Recalculated bounds on water barrel
4 Days Ago
More map anim/behaviour tweaks
4 Days Ago
Upper corridors polish/LODs/COL and prefabs. Updated core and wing prefabs with elevator shaft prefabs
4 Days Ago
Modify unit tests to use pooling for collections to remove some GC we wouldn't see in a live scenario - consistency tests pass
4 Days Ago
update to dartboard textures - got rid of the baked in chalk markings on blackboard.