233,526 Commits over 3,775 Days - 2.58cph!

3 Days Ago
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3 Days Ago
Store the last code entered into a code lock in player prefs so it gets saved between servers and between client restarts
3 Days Ago
Merge from travelling_vendor/dynamic_pricing Summary: vending price changes now take place in real time and will occur every 5 hours by default (was tied to in-game time and was happening 4 times an hour)
3 Days Ago
Dir tweaks, asset reconfig
3 Days Ago
General layout tidy-up
3 Days Ago
Moved the Loadouts section to the bottom since there are so many loadouts now
3 Days Ago
Fixed the 'LOADOUT' section making the editor window want to be very wide
3 Days Ago
Import some tile assets Test Tileset Resource TilesetLayerControl deletes on right click without the additional popup Rebuild TilesetToolInspector when Selected Layer changes. Serialize Selected Layer as part of the ControlSheet Fixed TilesetComponent SceneObject vertex maths. Each layer now gets its own material, sharing materials between layers if same atlas is used. Update Grid Size to follow Tileset size Fix Selected Layer inspector update TilesetComponent NRE fixes
3 Days Ago
Decouple dynamic pricing entirely from in-game time, now operates off real time Renamed IntervalHours to PriceUpdateFrequency, defaults to 5 hours (this will also ensure the new defaults roll out next month) Add npcvendingmachine.addHours for testing now that env.addtime will no longer affect npc vending prices
3 Days Ago
A couple of minor adjustments to the editor
3 Days Ago
Added a section in the editor that allows enabling a CLIENT+SERVER physics testing mode
3 Days Ago
Added NPCVendingMachine.UseRealTime toggle, will use the system clock instead of the in-game clock when adjusting prices Recommend adjusting IntervalHours down dramatically when using this option so that prices don't take 5 real time days to adjust (setting this to 5 would match the current behaviour) If changed at runtime resetDynamicPricing should be called afterwards to resync the pricing to the new clock This would also have a side effect of making prices adjust while the server is offline - prices will be processed to make up for the missing time when a server is booted up again
3 Days Ago
Fixed bad spacing in the Game section
3 Days Ago
Merge from main
3 Days Ago
merge from tincan_alarm
3 Days Ago
Added prevent building volumes to the junkyard car shredder
3 Days Ago
Sync attacking animation Broadcast Explosion animation for Exploder Fix Fade-In. Do it entirely thru CSS so UI doesnt rebuild every frame while fading.
3 Days Ago
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Don't allow zero quaternion in body transform, check against quat zero and use identity, if we find more invalid quaternions there's extra checks we can do
3 Days Ago
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3 Days Ago
coastal rocks decor modifier size tweak
3 Days Ago
v_usp: fixed fire animations having the hammer behaving wrong, and a little blend-out hitch (was caused by fire anims being turned into self-referential additives as opposed to referencing the base idle poses)
3 Days Ago
File name cleanup Jutting cliff prototype Large coastal rock prototype
3 Days Ago
Updated spawn settings for variety of cliff generators
3 Days Ago
Categorize all the viewmodel props
3 Days Ago
Add ViewModel.UseMovementInertia
3 Days Ago
No longer take ownership of Manager GameObject No longer take ownership of the GameObjects that shouldn't be owned by anyone Mark a bunch of client-side prefabs as Never Network Update Shadow Spawning and make them client-side. Reduces a ton of network load. Remove .wav files from ResourceFiles Move SpawnShadow from OnAwake to OnStart to ensure GameManager initializes Stop looping through every player and doing sqrt calculations for each individual sfx Don't network Current/Required Experience since it isn't shown to other players Don't run certain Spitter code on non-host EnemyBullets should only check collisions on host Don't update Hud on Time.Now, make fade in client-side Save game.scene after having it run the JsonUpgraders
3 Days Ago
Use IsValid checks in AddShapeCollision, shape/body might have been removed from under us
3 Days Ago
Improved the wire deployment checks to reject any placement in prevent-building volumes, except for monument root volumes
3 Days Ago
Recreate mesh shape on update, this is the safe option until we get proper fixes
3 Days Ago
Moved harbor containers prevent building volume to client/server
3 Days Ago
Only check for StartupScene in Publish Wizard if Type == "game"
3 Days Ago
Compile warning fixes Fixed crash with trigger_weapon_strip Fixed faceposer breaking after 384 different flex names were loaded in a session Now there should be no limit, and it doesn't preallocate 384 pointers. Compile warning fixes & add some missing .h files to the solution Fix VPC not generating project folders, fix missing project folders
3 Days Ago
Clear triangle cache on mesh update to stop crashes until we get the proper fix
3 Days Ago
Ensure static office lift and player lift have same whitelist
3 Days Ago
More debugging Added motorbike, side car, bicycle, drone and snowmobile to white list of parented vehicles
3 Days Ago
Prototyope smooth path following for the wolf, hook hit anim
3 Days Ago
Merge from qol_print_memory_improvements -> main
3 Days Ago
Add `MaxItemsInUse` to pool - lets you know the maximum amount of items taken from the pool at once Add `reset_max_pool_counter` command to reset the maximum item counter per pool - allows you to reset the pool count incase it gets set to a really high value during 24hr window
3 Days Ago
Particle sprite alignment mode
3 Days Ago
Created whitelist system to allow only certain vehicles to be accepted in an elevator
3 Days Ago
added sit_dpv mountpose
3 Days Ago
Range check UpdateMesh on the C# side instead so the user knows they fucked it
3 Days Ago
Allow vehicles to be parented to static elevators. Primarily affecting bikes, snowmobiles etc
3 Days Ago
exported wolf run hit 3 rm animation
3 Days Ago
Fix error when startup scene is set but not immediately recognized
3 Days Ago
Fixed ruin wall caps to reduce overhand and improve blending
3 Days Ago
added some more convar helper functions for ragdoll testing