137,843 Commits over 4,474 Days - 1.28cph!

Yesterday
Bugfix(tests): use correct array when checking overlap with other player Fixes PerfIsFlying tests, gotta fix the batched now Tests: ran perf + unit tests
Yesterday
Fixed crash when closing dev tools
Yesterday
Move cathode volume component into project
Yesterday
Clean: move noclip state from BasePlayer to AntiHack.PlayerNoclipState Tests: ran all AH tests, unit tests pass but perf tests fail (for flying checks, will fix next)
Yesterday
Assigned material to halloween costume
Yesterday
Fixing import warnings for haloween costume
Yesterday
Added an extra check to the NightLightRenderPass to skip it if there are still issues with it
Yesterday
merge from smallbackpack
Yesterday
Added the lens dirtiness volume component
Yesterday
Fixed downloadable backpack workshop model
Yesterday
Cathode renderer feature Setup cctv, cctv_manpad, and attackhelicam RRP volumes and overlays
Yesterday
Trying new impact detection method out
Yesterday
Add debug drawing for impact
Yesterday
Prevented the night light volume component from being null in a build
Yesterday
Submitting alien costume with new mat names
Yesterday
merge from main
Yesterday
Removed old EngineUI prefab
Yesterday
Yeeted and moved more stuff
Yesterday
Clean: move IsNoClipping code to unit tests Tests: compiles
Yesterday
Moved the supermarket freezer in a more logical position, more space all around. Supermarket S2P
Yesterday
Removed old console code and prefabs
Yesterday
First pass on cow prefab Basic FSM with idle and roam
2 Days Ago
Merge from main
2 Days Ago
Added debug.emptytankermodule and debug.filltankermodule commands
2 Days Ago
Added some help to the water catcher panel
2 Days Ago
Adjusted unlock behaviour for crude to only allow removal while the tanker is on a car lift
2 Days Ago
Fixed an infinite GUILayout issue when inspecting modular vehicles Crude oil pump now requires powergrid to be active (level 1 for now) Adjusted rates, spawn less per tick but much faster ticks
2 Days Ago
Obfuscation fix
2 Days Ago
Created a new GenericMountableAnimationSubSystem Designed for mountables that just use a single clip (ie. most of them) Plays a given clip on a loop and swaps avatar mask to lower body only when a player equips an item Updated chair_animtest to demo behaviour
2 Days Ago
main -> game_room_dlc
2 Days Ago
Compile fix
2 Days Ago
Merge from satellite_crash, fixing static control computer not being mountable at launch site.
2 Days Ago
Merge from playermaintainedmonuments
2 Days Ago
Remove logging now.
2 Days Ago
Increase movement speed
2 Days Ago
Merge from monument_cc_logging
2 Days Ago
Remove control seeat from launch site s2p
2 Days Ago
Revert rolling changes Reduce stop threshold
2 Days Ago
Add the control chair to the control computer prefab itself
2 Days Ago
- Clean out a bunch of overly complex equidistant test code - Setup world spline with the correct values to ensure equdistance without a seperated method
2 Days Ago
Fix mount anchor visibillity. Fix insanely large bounds after prefab/art changes.
2 Days Ago
Merge from apartment_complex_monument
2 Days Ago
S2P apartment complex
2 Days Ago
Harsher pausing
2 Days Ago
Logging to figure out mount issue with control computer at monument
2 Days Ago
Missed files
2 Days Ago
Split pool table into client + server files to cut down on the bloat
2 Days Ago
Fix a ton of movement lag issues
2 Days Ago
Add monumentblocker_barrels_100x450.entity and its related gibs and settings
2 Days Ago
SatellitControlComputer.static.entity fixes and remove old disabled art