201,122 Commits over 4,171 Days - 2.01cph!

Just Now
merge from main
1 Hour Ago
merge from skinviewer_connect_fix
1 Hour Ago
merge from bc_trophy_disabling_fix
1 Hour Ago
merge from mode_fixes
1 Hour Ago
merge from tutorial_webm_fix
1 Hour Ago
merge from respawn_hide_cancel_button
1 Hour Ago
merge from battlefield_tag_overflow_fix
Today
Update VPhysics Changes IPhysicsObject interface - Added `virtual float GetBuoyancyRatio( void ) const = 0;` at the end. Adds PhysObj:GetBuoyancyRatio Lua function
Fix sorting by 'mode' not working Sorting code cleanup
servers marked as 'battlefield' and 'build' will be battlefield servers
Stop Battlefield tag from overflowing
Bug fixes - ensure its hidden at the right point
Hide the cancel button when trying to respawn so players wont accidentally hide cancel
Code cleanup
Fix tutorial modal video not playing correctly for some people
Improvised walkways progress
Today
merge from main
cleanup to try and find the bug
Today
Merge from main
Today
merge from new_menu2
merge issue fix
wip logs
main -> new_menu2
Today
Hide ddraw when the main menu is opened
Today
merge from fetchDLCprice_error_fix
Today
merge from storesearch_fix
Today
merge from rustbutton_nre_fix
Today
Add damageFX for minicopter
Today
merge from store_pilotpack_fix
Today
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Today
merge from safe_menudata
Today
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Replace twitch rivals old header with new generic header
Extra safety with JSON file handling. Nuke it if it looks funny. Try run normally without blocking menu startup even if its corrupt.
Today
Fixed missing media in store pilot showcase
Today
merge from main
Today
merge from scene_warmup_fixes
Today
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Today
merge from connect_modal_nre
Today
merge from pilotpack_storepage
Today
merge from skinviewerquality_fix
Today
merghe from christmaslights_fix
Today
merge from skinviewer_connect_fix
Today
merge from connect_modal_dont_cache
Prevent connect modal from ocassionally throwing an NRE
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Today
Bugfix: Parallel Occlusion marks entity snapshots as out of order Since we can send them from muiltiple threads, they are unordered - this would cause a client disconnect previously. Not anymore Tests: none yet, need to try validating with server demos
Set the new map on the RHIB to use the same shader and basic setup as map views in the server browser
Today
Update: Escape hatch for Server sending entity messages out of order - Client skips ordering validation based on message contents Needed for the parallel server occlusion, useful for other places Tests: local SERVER+CLIENT session, though no code uses this yet
Today
edited chainsaw anim.controller and added strike to chainsaw effects folder