142,303 Commits over 4,536 Days - 1.31cph!

26 Minutes Ago
cherry picked martyns rail hide code from changeset 153305 - allows the holosight rail to hide depending on the weapon its attached to.
38 Minutes Ago
cherry picking 8x scope, handmade sight and holosight refreshes
1 Hour Ago
Add entity names to "MOVETYPE_FOLLOW with no model" warning Implement CTRL+Backspace and CTRL+Delete for text entries Try to prevent game breaking states with silly values of m_yaw/m_pitch Minor cleanups Added "session_begin_ignore_version" hammer command * If you brick your VMF with this, don't blame me Add description to r_PhysPropStaticLighting Move "dynamic shadow poke through" "fix" to opt in convar * r_shadow_clip (defaults to off) - it being enabled causes shadows to be clipped erroneously sometimes Try preventing "non positional" control points bloating particle bbox * This should help with particle sorting * Marks C_INIT_RandomColor C_OP_RemapAverageScalarValuetoCP C_OP_RemapCPtoScalar as using non positional control points (in addition to the existing ones) * This could potentially cause issues where these non positional operators act on positional control points used by other control points, but who would do that?
1 Hour Ago
merge from main
1 Hour Ago
merge from automated_testing
1 Hour Ago
main -> grenade_client_prediction
3 Hours Ago
Adjusted and balanced holstered weapon positions to sit closer to chest armour
4 Hours Ago
Fixed test runner window not showing the in progress icon on a test running its cases
4 Hours Ago
merge from main
4 Hours Ago
merge from cookingworkbench_kettle_fix
4 Hours Ago
merge from settings_dropdowns_fix
5 Hours Ago
Fix placement guide rotations. Hookup icon links and generate/assign icons.
5 Hours Ago
merge from store_nre_fixes
5 Hours Ago
Randomised rooms for train tunnels - UV fixes on boiler room. Started first art pass of Small Room C.
5 Hours Ago
Bunch of building help/glyp improvements. Add building hints. Analogue inputs now support glyph display too.
Today
More improvements, prompts, help display.
Today
Animal Fence LODs and gibs
Today
- Simplify cow needs to be easier to balance and understand as a player: remove mood as a tracked value, mood is just computed on demand by min(fullness, hydration, personal space) - HP just converges to mood so that happy cow is full hp, sad cow dies automatically, and eating automatically heals => added benefit: cow condition becomes cleanly visible to players through the healthbar - Sleeping cows needs are frozen instead of ticking down - Add ultra compact building to benchmark (multiple cows in a 1x1 with through or shelter) - Fix benchmark not having water source for free range cows, causing free range cows to produce less scrap
Today
let subsystems contribute to IK, move shields to it
Today
optim: only add root matrices when we're doing foot IK
Today
run job ik on a single playable graph with two outputs rather than two playable graphs
Today
added textures, mesh and material for test of cow pattern material.
Today
clean up, move things into a single playerik module rather than 3 different layers, run formatter
Today
more merge error fixes, nuke old ParentArmsToCamera - its done in jobs now.
Today
More glyph support and fixes.
More LOD texture optimizations and rebaking
Industrial structures LOD texture optmization / rebaked a bunch of LOD textures with the LODbaker because the old ones no longer match the updated materials / tweaked LOD distances on some buildings to make the baked LODs kick in sooner
More LOD texture optimization
More LOD texture optimization and some rebaked textures
Iceberg LOD textures / rebaked some of the textures to match previous lods better / improved ice sheet materials due to degradation over the years
Today
Merge from main
Today
Merge from the old animals to new system port
Today
fix merge error, update ik changes for shield subsystems
Today
Show correct gamepad glyp for look at
Today
Bugfix: avoid MRU modification when accessing it in BasePlayer.Save Originally intended implementation, looks like I derped awhile ago. Tests: booted into craggy with Jobs 4
Today
update from main
Today
Big ass refactor
Today
Merge: from main
Today
Merge from main
Today
- Create a balance tool for livestock economy: spawns herds in free range, compound, small pen, barn, solo 2x2, letting them eat/reproduce at x2 speed for one hour, it gives us information to balance how much scrap should each setup generate - Fix moms spawning calves behind walls when giving birth, allowed them to escape the pen! - Create sheep population assets
Rin
Today
merge from itempickup_notices_fix
Yesterday
Restored BlockLayoutUpdates and AllowLayoutUpdates, was missed from 149666 Should fix the weird layout issues with item pickup notices
Yesterday
merge from fix_threaded_error_client
Yesterday
Don't kick for errors on background threads
Yesterday
Refactor Output.OnMessage() so it passes a single struct parameter instead of (message, stacktrace,logLevel) - if I'm gonna to refactor it to add a 4th parameter, may as well make it a single class/struct passed - allows a bool to be passed for "if it was sent on a background thread or not"
Yesterday
Update existing console tests to account for new behavior
Yesterday
Prevent the downgrade in the editor since it doesn't result in kick