139,408 Commits over 4,474 Days - 1.30cph!

17 Minutes Ago
Offline screen finished. Removed some now dead UI code.
31 Minutes Ago
Bar Wallpapers - fixes and renames
36 Minutes Ago
assigned concrete physics mat to block
42 Minutes Ago
R/W satellite_crashed_col
47 Minutes Ago
Cooldown screen wip
1 Hour Ago
merge from crafting_stall_fix
1 Hour Ago
fixed clipping issues with barstool mounts
1 Hour Ago
Fixed the 1s client stall when opening the crafting menu for the first time We now warmup the steam item definitions when they load, so the first ItemDefinition.skins2 call hits cached properties instead of doing thousands of cold native Steamworks calls (caused by the PlayerBlueprints.HasUnlocked recent optims)
Rin
1 Hour Ago
Added heavy fuse spawn to crate_normal and crate_normal2 Removed spawns from LootSpawn.RadTown1 and LootSpawn.RadTown2.
1 Hour Ago
merge from main
1 Hour Ago
Locked screen finished
2 Hours Ago
Merge from PMM
2 Hours Ago
updated the pipe_hole mesh to be shaped more like junkpiles mounds
2 Hours Ago
back from trip, big merge from main
3 Hours Ago
fixed gas station interior LOD1 borked material assignment underground
4 Hours Ago
Livestok animals now flee if a loud noise like a gunshot is heard nearby
Rin
4 Hours Ago
Another heavy fuse loot table pass
4 Hours Ago
Fixed missing interact collider on lamb Fixed following behaviour not working due to grazing taking priority If an animal is hurt while being led they will forget about who they were following after they flee
5 Hours Ago
Aging boilerplate Expose a TimeToGrow field on livestock, when this time is reached they are replaced with a provided next stage prefab If no next stage is provided then the animal is just killed (old age?) Added livestockanimal.ageuplivestock that will age up the nearest animal with 20m
6 Hours Ago
Lamb setup Fixed prevent building volumes too large on all livestock
Today
Sheep hitboxes
Today
Created a tool to copy hitbox definitions from one skeleton to another with an optional scale multiplier (not needed in this case as the animator root is scaled, not bones) Set up calf hitboxes
Today
Fixed hitboxes on cow
Today
Merge from main
Today
Merge from powergrid
Today
pool table sounds first pass
Today
Merge from redirect_crafting_fix
Today
dart board sounds first pass
Today
Rock sculpture impact fx & related files.
Today
Fixed item crafting not accepting redirect skins as ingredients Fixes not being able to craft a stone spear with a NY wooden spear
Today
Fixed those gas station fixtures.
Today
Steeper satellite crash terrain overlay, for better hill support.
Today
Merge from CompassShieldViewmodel
Today
Jukebox particle fx now plays in time with music
Today
Jukebox cast lighting
Commit progress New StagedRendererLOD component for staged destruction entities which supports renderer and material swaps between destruction stages and LOD levels Custom inspectors for StagedRendererLOD and StagedDestructionEntityInfo Seems to work, need to migrate data from existing prefabs to new serialized fields
Today
add visible water to tank, material of water can be blended
Today
crashed satellite LODs
Today
Update: reimplement pool internals on top of LPRQ Based on paper by Raed Romanov & Nikita Koval: https://dl.acm.org/doi/epdf/10.1145/3572848.3577485 Shows same or a bit better times than FuzzyPool, but periodically has a very spiky test (from 2ms to 40ms). Also needs further tweaking and documenting Tests: ran unit & perf tests
Today
Fix roadside procedural car wrecks and telephone poles occasionally spawning too close to rail tracks, blocking trains from passing
Today
fix "" invokes add convars for testing airfield terminals, forces charge to full - airfieldairdropterminal.force_charge - airfieldcallchinookterminal.force_charge
Today
Setup row hover, invert colours. Satellite list screen finished.
Today
Enable dumpstringtables <table> to only print specific table Remove sv_dumpstringtables (unused) Implement some stringtable changes from CS:GO branch * Short dumpstringtables, Implement clientside string index search so ParticleEffect can just work with clientside-only precaches now, other self checks Make prop water level code apply to all animating entities (SENTs) Try to fix baseanimating overlays resetting on server join Merge Pull Requests * Optimizations for Vector:ToColor * Added math.Cot
Today
click fix
Today
entry finished-ish
Today
entry
Today
gas station car crusher harsher collision placement fix crusher not fully gibbing cars fix lift being damageable
Today
merge from water_treatment_plant_maintainables
Today
forgot meta apparently
Today
water pipes fixes - collider much smaller, only on faucet part - buffed water push rate for IO 6 -> 18 - increased tank capacity 5000 -> 15000 - removed duplicate sound script - consistent LOD ranges for all fx/sounds