140,457 Commits over 4,352 Days - 1.34cph!

39 Minutes Ago
new egg hunt music new egg open/upgrade sounds
2 Hours Ago
Alternative with refraction.
3 Hours Ago
Further optimisations for WorldPositionGenerator - For each potential set of input values passed into the WorldPositionGenerator, each keeps its own array of potential areas in the map. Discard any element which will never pass for that set of input values, saving on computation on all future runs with those input values - Testing the most problematic WorldPositionGenerator (ocean) on a 4.5k map shows that 98% of the potential candidates can be discarded - Need to iron out an issue with the list of candidates always getting smaller when artificially checking every single candidate in each attempt
4 Hours Ago
Update Mono.Cecil, use .net standard build
5 Hours Ago
Fix StampClanLogo NRE when closing the painting UI quickly after opening it
6 Hours Ago
merge from new_console-ui
6 Hours Ago
Some styling tweaks on the top bar nav Fixed console scroll getting back to the top when opening the command list
Today
Dont show [] if we cant get the value (server var from the client)
Today
Fixed some interpolation code still using floats SimulationTime and NPC shooting to doubles Turn more things to doubles * C_BaseAnimating.ForceSetupBonesAtTime & C_BaseEntity.LastBoneChangedTime * CAnimationLayer.GetFadeout, m_flLayerAnimtime Health charger and headcrab canisters now use doubles env_wind near infinite loop fix CEnvWindShared::ComputeWindVariation, m_flVariationTime are now doubles Switch client thinking to doubles Fix clientside ragdolls update rate * SetupBones now use double precision time FOV transitions now also use doubles HL2 Intro entity uses doubles for timing More conversions to double * CTriggerHurt, Airboat, CViewEffects Fade and ScreenShake , Geiger counter, temp entities delays Fixed airboat wake trail * Fixes the die time, and fixes the color, fixed first entry to water creating trail from Z pos of 0 SpriteTrails use doubles Bone cache and dlights use doubles Fixed NPC look targets spazzing out due to high curtime Switch CAI_Senses::GetTimeLastUpdate to use doubles
Today
New tooltip prefab for f1 UI Some color fixes in command list
Today
music for new rustige egg
Remove poolable from scientist suit NVGM (matches main)
Today
fix manifest after merge squashed
Today
move in checks for placement, should be even easier to place on sloped surfaces
Today
merge from waterwheel_deployable
Today
Added a scrollbar to the command list Some layout tweaks and fixes
Today
merge from hamster_water_wheel
Today
merge from main
Today
merge from main
Today
get RRP running on unity 6
Today
grid fixes, added prefab and hooked everything up, marked junk items as junk, convars are saved now added convar for debugging logs
Today
Fixed item and vehicle list flex scroll gap
Today
When clicking on a server command that also exists on the client, auto add 'sv'. Otherwise it just fired the client one
Today
Merge from main
Today
Checkpoint for Flavien test.
Today
Fix missing HasFlag swaps
Today
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Today
Refactor all fsms, wip
Today
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Today
new mocap for shrug, thumbs up and thumbs down updated
Today
merge from main
Today
add convars for: disabling completely, area radius, duration, # of successes until overfished
Today
merge from new_console-ui
Today
Compile fix
Today
merge from render_pipeline_testing
Today
oops
Today
Fixed double select none buttons in the tools tab
Today
exported/setup M16a2 3p anims, set up overide controller and entity. Set holster/backpack and attachment positons
Today
Start breaking apart LimitedTurnNavAgent and moving its functionnality to the shared rust nav agent
Today
merge from hasflag_replacement
Today
merge from new_console-ui
Today
Fixed loadouts not loading in non debug builds
Today
Clean(tests): rename DummyServer -> TestServer Tests: compiles
Today
RidableHorse.prefab really wants to be reserialized
Today
Fixed text layout issues in auto complete buttons when increasing console text size Fixed auto complete still visible after closing the console
Today
Clean(tests): consolidate various test entities/systems Tests: none, going to happen later
Today
FlexVirtualScroll can now use GameObjectRef Use refs when spawning UGC stubs, hopefully fixes the engineui2_serveradmin_ugcplayerhistoryentry error
Today
rust_relay_server -> main
Today
main -> rust_relay_server merge
Today
offset packetType by lowestUserPacket