137,574 Commits over 4,474 Days - 1.28cph!
enabled censor on tank top (so skins don't reveal nudity)
merge from apartments_adminauth_bypass
Made apartment.adminapartmentnoclip a server variable instead
Client compile fix, codegen
Fix darts throwing towards the player and bricking the darts board
Bugfix(tests): ensure env volumes get cleaned between TestIsFlyingConsistency runs
Found a test that fails when run in isolation
Tests: ran unit tests
Bugfix(tests): use test state caches for PlayerState
Fixes failures from previous change. Spotted a bug that should cause a failure, yet it passes somehow - will investigate next
Tests: ran AH perf and unit tests
Added logs in bootstrap when each step starts and ends, helps debugging issues
assigned temp baseplate to rock sculpture
Update: move generic AH state from BasePlayer to AH.PlayerState struct
Tests: ran AH tests, perf tests failing (will fix next)
Fixed world setup in train tunnels test to make dwelling spawning work
Cherry-pick: Fix shader errors about undeclared identifier '_ST_WindBranchAnchor'. (Use SpeedTree 8 Wind)
Fix shader errors about undeclared identifier '_ST_WindBranchAnchor'. (Use SpeedTree 8 Wind)
Halloween costume prefab fixes
Create new livestock testing scene with ai enabled
Setup cow movement speeds
Train tunnels test scene cleanup
temporary pack icon, set up shotguntrap as skinnable and hooked up gamesroom shotgun trap skin to it
Bugfix: add missing reset call for noclip states
- also minor refactor
Tests: ran unit tests
merge from oldconsole_purge
Manifest update and collision for lockers damage stages
Remove more old unused code
Removed legacy_erroroverlay
Fix safety delay not working with a potential range
Fixed the satellite prefab path for test commands
Enable saving on Satellite.entity again
Fix potential issue with satellite being destroyed before impact leading to bricked flow. Should never happen, but worth covering.
Clean: minor refactor
- remove dead prop
- wrap unparentTime in prep for moving to it's own state array
Tests: compiles
Monument blocker stacked lockers - stage 1 to 3 plus gibs, plus prelim entity setup. Material is placeholder test, will be replaced w/ retexture
Bugfix(tests): use passed in array instead of global static when checking overlap with player
Same bug as before but on a batched path - guess I was sleep deprived yesterday.
Tests: ran all AH perf and unit tests - they pass
Bugfix(tests): use correct array when checking overlap with other player
Fixes PerfIsFlying tests, gotta fix the batched now
Tests: ran perf + unit tests
Fixed crash when closing dev tools
Move cathode volume component into project
Clean: move noclip state from BasePlayer to AntiHack.PlayerNoclipState
Tests: ran all AH tests, unit tests pass but perf tests fail (for flying checks, will fix next)
Assigned material to halloween costume
Fixing import warnings for haloween costume
Added an extra check to the NightLightRenderPass to skip it if there are still issues with it
Added the lens dirtiness volume component
Fixed downloadable backpack workshop model
Cathode renderer feature
Setup cctv, cctv_manpad, and attackhelicam RRP volumes and overlays
Trying new impact detection method out
Add debug drawing for impact
Prevented the night light volume component from being null in a build
Submitting alien costume with new mat names
Removed old EngineUI prefab
Yeeted and moved more stuff
Clean: move IsNoClipping code to unit tests
Tests: compiles