137,866 Commits over 4,474 Days - 1.28cph!

16 Minutes Ago
merge from ores_block_safezones
18 Minutes Ago
Added spawn.ore_map Renders a PNG of every spawned ore nodes location
27 Minutes Ago
Block ore nodes and woodpiles from spawning in safe zones
28 Minutes Ago
Multiple fixes to ensure Pooltable will run at low FPS: - Allow table itself to run its own substeps on top of ian physics engine. This will allow the table to be able to catch up even when ran at very low FPS (MaxCatchUpTicks) - Just use the client determinisim rather than snapping mid shot - should prevent balls teleporting around - Use doubles rather than floats in some places
38 Minutes Ago
Merge from main
53 Minutes Ago
Rock Sculpture - shader updates and fixes
1 Hour Ago
- Players currently registered to play can clean the existing pool table match - Players with building priv can clear the existing pool table match - Anyone can clear the match provided there has been no shots taken for 3 minutes (convar'd)
1 Hour Ago
changed some blockers to be of the smaller barricade size now that it's available to place
1 Hour Ago
refactored save/load commands to be serverside operations
3 Hours Ago
Changed to using the global shader maximum LOD for ignoring GrabPasses to set if that works when switching to RRP
3 Hours Ago
merge from main
3 Hours Ago
merge from skinviewer_smallbackpack
3 Hours Ago
Added small backpack to the skin viewer
3 Hours Ago
Setting up entity for weapon refresh m92
4 Hours Ago
Update: cache Time values into ThreadSafeTime so we can avoid unity api calls - replaced Time.frameCount read in BaseNetworkable BaseNetworkable can now save, now the rest of BaseEntity Tests: ran TestMTSave(BaseEntity) - still fails, but now further
4 Hours Ago
re-order autosave tick to avoid touching native data while a job is using it
4 Hours Ago
kick off carving physics bake straight away so it's less likely to block the mainthread in the next frame
4 Hours Ago
New(tests): BaseNetworkableTests.TestMTSave - saves each subclass of BaseNetworkable twice on thread pool, compares results Tests: ran all 644 cases, all fail, picks up scripting API asserts as hoped
4 Hours Ago
merge from gameui_navigation_fixes
4 Hours Ago
Reordered the gameui navigation to fix muscle memory, crafting button is back on the right Inventory button moves around to replace the opened menu button
4 Hours Ago
M92 3p reload animation update
4 Hours Ago
turned the pedestal back on
5 Hours Ago
Moved the loot from the airfield control tower to another tower in the monument to clear the way for PMM mechanic airfield s2p
Today
Puppets, demo player clothing + position overrides.
Today
Remove chat message when renting a room (that was placeholder, it's only supposed to be in the NPC dialog)
Today
merge from fix_progress_bar_persist -> main
Today
Fix break-in progress bar not being hidden if you unequip the master key while breaking in - still needed to have master key equipped when the break-in finishes
Today
merge from fix_progress_bar_persist -> main
Today
Fix progress bar not being hidden when disconnecting from the server by canceling it on disconnect - causes the break-in progress bar to remain stuck on screen (other ones too tbf)
Today
Lighting progress
Today
merge from fix_apartment_hostile_warning_flicker -> main
Today
Add shot director mode, basically the same as demo1 ui camera recording
Today
Fix the "holster your weapon" warning showing when leaving your apartment room for a short duration - give an extra 1s after their weapon is holstered before showing the warning
Today
hook up demo2 UI to the game
Today
merge from fix_ent_kill_position -> main
Today
Show position and network ID when entity commands are used (example: ent kill)
Today
merge from fix_apartment_bag_limit -> main
Today
Set apartment beds to not count towards bag limit - not a big deal since you can only have a single apartment on the map
Today
Add support for certain sleeping bags to not count towards bag limit
Today
merge from delete_timed_lock -> main
Today
Added null check when searching identified ddraw objects to mark them as cleared Merge from hackweek_parented_ddraw
Today
Remove timed lock code as it didn't end up being used for apartments (for accessing security guard room for 5m)
Today
merge from hackweek_parented_ddraw
Today
Fixed a couple issues with "Hide Disabled Tools" options Update KinectSDK to v1.8, add 64bit support (you know, probably) Merged Pull Request * Fixed a few runtime edge cases * Fixed a couple of issues with cookie.GetString - not returning consistent types, not returning values set right after deletion Minor fixes * Fixed Health/Armor HUD extending at 999 and not at 1000 * Fixed compile warning * Fixed Hornet Gun giving 1000s of ammo on spawn/equip for high uptime games * Made Hornet Gun regenerate only up to canonical max ammo (can still get 9999 ammo, just not through regen) Fixed a crash with decals/rendermodelshadow
Today
Pull in shelve for runtime fbx -> animation clip parsing
Today
merge from main
Today
merge from main
Today
More tuning, fix spine twisting, make leg animator glue work better with turn in place
Today
merge from icewall_col_fix
Today
Shrunk nameplate inner colliders a tad Added comment component onto the collider to describe its meaning