135,954 Commits over 4,474 Days - 1.27cph!
Monument blocker stacked lockers - stage 1 to 3 plus gibs, plus prelim entity setup. Material is placeholder test, will be replaced w/ retexture
Bugfix(tests): use passed in array instead of global static when checking overlap with player
Same bug as before but on a batched path - guess I was sleep deprived yesterday.
Tests: ran all AH perf and unit tests - they pass
Bugfix(tests): use correct array when checking overlap with other player
Fixes PerfIsFlying tests, gotta fix the batched now
Tests: ran perf + unit tests
Fixed crash when closing dev tools
Move cathode volume component into project
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)
Assigned material to halloween costume
Fixing import warnings for haloween costume
Added an extra check to the NightLightRenderPass to skip it if there are still issues with it
Added the lens dirtiness volume component
Fixed downloadable backpack workshop model
Cathode renderer feature
Setup cctv, cctv_manpad, and attackhelicam RRP volumes and overlays
Trying new impact detection method out
Add debug drawing for impact
Prevented the night light volume component from being null in a build
Submitting alien costume with new mat names
Removed old EngineUI prefab
Yeeted and moved more stuff
Clean: move IsNoClipping code to unit tests
Tests: compiles
Moved the supermarket freezer in a more logical position, more space all around. Supermarket S2P
Removed old console code and prefabs
First pass on cow prefab
Basic FSM with idle and roam
Added debug.emptytankermodule and debug.filltankermodule commands
Added some help to the water catcher panel
Adjusted unlock behaviour for crude to only allow removal while the tanker is on a car lift
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
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
Merge from satellite_crash, fixing static control computer not being mountable at launch site.
Merge from playermaintainedmonuments
Merge from monument_cc_logging
Remove control seeat from launch site
s2p
Revert rolling changes
Reduce stop threshold
Add the control chair to the control computer prefab itself
- Clean out a bunch of overly complex equidistant test code
- Setup world spline with the correct values to ensure equdistance without a seperated method
Fix mount anchor visibillity.
Fix insanely large bounds after prefab/art changes.
Merge from apartment_complex_monument
Logging to figure out mount issue with control computer at monument
Split pool table into client + server files to cut down on the bloat