196,835 Commits over 4,110 Days - 2.00cph!

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Add `party_invites_enabled` convar to disable receiving party invites
23 Minutes Ago
Fix party invites not hiding names in streamer mode
57 Minutes Ago
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1 Hour Ago
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2 Hours Ago
Clean: minor comment fix Tests: none, trivial change
2 Hours Ago
Update: projectile-entity test now covers more internal code - cleaned dead code - not sure I'll need it in the future, so to the grave it goes Tests: ran the unit tests
2 Hours Ago
Add: new Projectile vs world base entity tests Tests: ran the unit tests
3 Hours Ago
merge from party_system -> main
3 Hours Ago
Add leave party button
4 Hours Ago
fix missing shader input on scene load
4 Hours Ago
merge from party_system -> main
4 Hours Ago
Fix scientists still reacting too fast, especially when seeing player through pixel gaps for a microsecond
4 Hours Ago
shadow map cheapification
5 Hours Ago
First pass on generating cfg/serverdefault.cfg on server startup. This is considerably bigger than serverauto.cfg so some more changes may need to be made
5 Hours Ago
merge from indirect_instancing
5 Hours Ago
Some .FBX.meta I didn't catch because they were uppercase
5 Hours Ago
Fix legacy hooks for entity iterators feeding entities to the callback Minor cleanups in gl_util.cpp Merge Pull Requests * Remove duplicate "Black and White" color modify preset (Community Contribution) * Use player.iterator over player.GetAll in some base game functions (Community Contribution)
5 Hours Ago
Revert even more .fbx.meta and .mat files to the state they have on /main
5 Hours Ago
Merge Pull Requests * Remove duplicate "Black and White" color modify preset (Community Contribution) * Use player.iterator over player.GetAll in some base game functions (Community Contribution)
5 Hours Ago
Subtract all .mat changes to investigate artifacting issues
5 Hours Ago
Subtract all .fbx.meta changes to investigate artifacting issues
6 Hours Ago
Merge from parent
6 Hours Ago
Merge from m ain
6 Hours Ago
Merge from placement_improvements
6 Hours Ago
Deployables can now be deployed on boats at sea
Today
Fixed crash issues with VPC.exe on windows Carefully updating win32 side of VPC scripts Update windows built scripts a bit Minor cleanups in gl_util.cpp VPC Cleanups
Today
Minor VPC cleanups More VPC Cleanups
Today
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Today
Construction setup. Block fixes.
Today
Fixed InstancedDebugDraw instance and command buffers initially bound to zero
Today
Fixed InstancedDebugDraw instance and command buffers initially bound to zero
Today
Fix peripheral vision being too strong in combat
Today
Reduce scientist health
Today
Merge: from autoturret_optim - Fix to auto turret not responding to shots outside of firing arc - Fix to turret not reacting to shots if it got depowered then powered up again - Fix to turret snapping to hostiles outside of it's default firing arc when powering up Tests: shot it, ran around and powered it up and down using infiniteiopower in various combinations
Today
Bugfix: prevent turret snapping to a hostile outside of the default firing arc when powering up Tests: while hostile, depowered turret, got behind it and powered it up - it didn't snap on me until I shot it again
Today
Bugfix: reset turret's cached visibility when unsetting the target This could cause the turret to think it doesn't have a target, yet has a visible target(unpowering the turret would cause this, for example). It prevents damage reaction. Tests: while the turret was aiming at me, disabled io power cheat. re-enabled - now responds to shots. Spotted another bug though
Today
use soft mask instead of uigradient because its poopie
Today
Bugfix: turret will respond to sneak attacks - takes 3 seconds to drop aggro that forces aiming Spotted another bug - target and targetVisible can desync Tests: spawned a turret, snuck behind, powered up, shot at it - it rotated
Today
Linking Graffiti pack and video on medieval
Nicer fade ramp on store items
Change overlay base to use new sliced downwards gradient
Today
More store views
Today
trying out lerp transition again
Today
Merge: from main
Today
Increase reaction time, reduce damage, simplify accuracy formula
Today
Prevent sun banding at twilight.
Today
Have scientists always be surprised when first hearing or being hurt by a player
Today
Preventt scientists from looking at bullet impact instead of bullet origin, even if the bullet origin is out of hearing range