127,735 Commits over 4,201 Days - 1.27cph!

1 Hour Ago
Switch certain dynamic occlusion entities to static occludees when we know they can't move - convar `dynamic_occlusion_pausing` (0 = off, 1 = codelocks + industrial adapters on boxes, 2 = codelocks on doors) - currently (and by default) every entity is considered dynamic if parented - now certain entities can indicate if they are static (like boxes) - converts codelocks to dynamic while the door is opening, converts back to static once finished - will check all parents so a box parented to a tugboat will still be considered dynamic since it will find the tugboat as root parent - reduces dynamic ocludee count by 80% (417->74) on a sample base (converts nearly all codelocks and industrial adapters) - refresh entity dynamic status when running `refresh_renderers`
1 Hour Ago
3 Hours Ago
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4 Hours Ago
Make dynamicOccludees list public so it works with the command
4 Hours Ago
Set industrial adapter to not be dynamic - still gets set to dynamic at all times since it's always spawned parented to an entity
4 Hours Ago
Add `print_occlusion` command to print the amount of dynamic ocludees
Today
merge from fix_puzzle_reset_analytics_nre
Today
Fix NRE in puzzle reset analytics when SpawnGroup referenced is destroyed
Today
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Today
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Today
Fixed WireColorSettings.Get NRE
Yesterday
merge from fix_console_chat_message -> main
Yesterday
Catch error if supplying a console color that isn't a valid enum - try catch the entire console logging thread so an error won't break the console
Yesterday
Add `console_print_color` command to confirm colored console messages work
Yesterday
Fix colorOverride being overwritten by LogType
Yesterday
Fix chat messages not being logged to console due to stacktrace being null when PrintColoured() is called
Yesterday
Scientist front turret now points the right way
Yesterday
Screen shake & volume stuff.
Yesterday
Cannon attack
Yesterday
Casino dressing progress Exterior dressing, neon signs, bar area, lighting pass
Yesterday
Removed Old 50 Cal Models and Prefabs Imported New 50 Cal Models to Include PT Boat Mounting Parts Setup New 50 Cal Prefabs and Colliders
Yesterday
merge from fix_painting_rotation_icons
Yesterday
merge from haircap_shadow_fix_again
Yesterday
merge from fix_steam_invite
Yesterday
merge from cargo_oilrig_path_fix2
Yesterday
merge from fix_buried_items_loading
2 Days Ago
PT Boat Throttle fix.
2 Days Ago
Mostly remove a per frame OverlapSphere when updating the camera to check if it's underwater
2 Days Ago
disable texture streaming on hair due to leaving "shadow"
2 Days Ago
updating the colliders for the diy hammock
2 Days Ago
PT Update to remove moving turret parts ready for 50cal.
2 Days Ago
merge from deep_sea
2 Days Ago
Tropical2 terrain set to the terrain layer
2 Days Ago
Added deep sea prevent building volume Changed SocketMod_TerrainCheck to look for deep sea island terrain when out of bounds
2 Days Ago
clean up discarded changes
2 Days Ago
merge from fix_non_harvestable_trees -> naval_update
2 Days Ago
Added IGModAudioChannel:GetTagsWMA/GetTagsMP4 (.m4a) * Also some kind of ID3v2 implementation, but not confident enough to make it available yet Added "Restore" input to func_breakable_surf entity
2 Days Ago
Fix HttpImage attempting to delete asset/builtin textures when the remote image fails to load
2 Days Ago
small engine mesh and textures update
2 Days Ago
pt_boat_gameplay_pass -> naval_update
2 Days Ago
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2 Days Ago
xmas floorpapers wip, some more minor tweaks
2 Days Ago
AI aim direction translation fixes Aim pivot fixes AI will only fire if its aim is within 5 degrees of the target
2 Days Ago
AI can now point the boat turrets at players (their current target) Remove items from PT boat turret operators AI support setup for PT turrets
2 Days Ago
bouncing planks setup
2 Days Ago
Fixed cargoship oil rig avoidance
2 Days Ago
Added basic blueprint fragment chance to military crate, large underwater crate, junkpile scientists, and roadside metal detecting
2 Days Ago
Update: if either logging or dry run is enabled, log uploader activity Previously it was editor only, and you had to enable dry-run specifically to get those logs. This makes it easier to work with. Tests: none, trivial change
2 Days Ago
Bugfix: in editor with SERVER+CLIENT send client records to client gameplay AnalyticsTable Not sure if it's technicall bug, but it did differ from original logic Tests: logged activity in the editor