137,669 Commits over 4,324 Days - 1.33cph!

12 Minutes Ago
Add an assertion when trying to update visibility while jobs are running
11 Minutes Ago
Fix assertion triggered when another player uses a telephone
21 Minutes Ago
updated ballista ik hand positions
24 Minutes Ago
Clean: fix formatting in BasePlayer-SaveLoad.cs Tests: none, trivial change
25 Minutes Ago
Bugfix: recycle bot IDs when loading from a save This was leaking a bunch of IDs, likely harmles on maps with low bot population Tests: loaded craggy with preplaced bots (both persistent and transient). Spawned extra bots, their ID count was starting from 1
27 Minutes Ago
Bugfix: skip trying to draw water bodies if camera planes are not initialized Was causing a lot of asserts when loading into Craggy with debug unity editor Tests: booted craggy with debug editor - no more invalid plane normal asserts
29 Minutes Ago
Bugfix(editor): schedule QueryVisJobRunner jobs early to avoid editor freeze Tests: was able to load craggy save with players multiple times in a row
37 Minutes Ago
Fixed ioentity.allow_on_boats convar including Signage
42 Minutes Ago
Paintable reactive target deployable on boats
43 Minutes Ago
Fixed non convex mesh colliders for: RF broadcaster, RF receiver, simple light and reactive target
1 Hour Ago
merge from main
1 Hour Ago
merge from testrunner_editor
1 Hour Ago
updated the 'shield bone arm rotation additive' positions for handguns that are used with the shield and made/added 3p shield block pose to playeraniamtion.controller
1 Hour Ago
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1 Hour Ago
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1 Hour Ago
Quick stability hack for testing
1 Hour Ago
Update the Standard shader's subshader LOD to 0 as we now only have 1 subshader
1 Hour Ago
Flagged all the prefab tests as TestMethodEditor
1 Hour Ago
Added TestMethodEditorAttribute, tests that can run in edit mode (or playmode editor) using the TestRunner. Meant for asset validation tests Some refactoring to support the edit mode/play mode branching Added a cancel button to the editor window Fixed the test result time mismatch
1 Hour Ago
Merge from naval_update
1 Hour Ago
Merge from naval_missions
1 Hour Ago
Suggested simplifications for performance capture
1 Hour Ago
Boxes DLC - updated meshes and LOD distances for tools and guns boxes, rebuilt manifest
1 Hour Ago
Gate behaviour behind new PlayerBoat.DestructibleWrecksEnabled replicated var. Codegen.
2 Hours Ago
Deleting old armoured ladder hatch folder
2 Hours Ago
Adding missing anim controller file for armoured ladder hatch
2 Hours Ago
Handle damage redirect for boat specific deployables.
2 Hours Ago
Adding armoured ladder hatch animations and animator + moving armoured ladder hatch content into the main building folder
2 Hours Ago
Don't redirect BoatBuildingBlock health info to parent boat if it's a wreck, show the individual block's.
2 Hours Ago
Merge from naval_update
2 Hours Ago
Merge from main
3 Hours Ago
Cleanup bits from last commit Add 'profileNextMissionsValidStateWorkQueue' servervar to generate a performance capture containing the next run of the missions work queue if profling is enabled
3 Hours Ago
Merge from hackweek test. Add a DestructibleWreck flag, set it when doors and windows are destroyed. Small refactor.
3 Hours Ago
merge from coconut_collider_fix
3 Hours Ago
merge from tc_corpse_preventbuilding_fix
3 Hours Ago
Fix tool cupboard softcore corpse missing a prevent building volume
3 Hours Ago
glass material tweaks and meshes that go alongside, more basic vpaint progress
3 Hours Ago
Adding rig for armoured ladder hatch
4 Hours Ago
Enabled Read/Write on Coconut Collider to stop error spam
4 Hours Ago
codegen again
4 Hours Ago
Removed the max cap on the shadow lights convar so it can be increased further for media
Today
merge from main
Today
Testing changing terrainData heights with different apply methods, and using terrainData heightmap RenderTexture
Today
Bypass AI animations again Bypass modular car garage animation
Today
Exposed a ShieldBoneArmRotationAdditive field on held entity HoldInfo, applies an additional rotation to the left clavicle while that weapon is held with a shield Applied to m92 for demo purposes
Today
Cannonball reload uses l_prop instead of l_hand, readjusted cannonball position to match
Today
deepsea.enabled convar default to true (needs to be specified now that its a ReplicatedVar)
Today
Fixed import on G note tuba play anim (needs at least 1 frame)
Today
Merge from modular_boats_rw
Today
Merge from hackweek_boxsorting