156,178 Commits over 4,536 Days - 1.43cph!

13 Minutes Ago
Simplify old animals, remove all the piping and states where they could be aware of a target but not attack/flee, and reduced sight range to compensate
29 Minutes Ago
- Much better c4 prediction settings - Changes to hide/show events on c4 - Fix prediction rotation blending not taking place across the whole allocated distance
30 Minutes Ago
New building automated tests baseline Checks foundations link up / dont link up as expected in some basic configurations, checks buildings get merged and split Correctly flags the current known issue with triangle foundations connecting when only touching at corners
38 Minutes Ago
merge from main
39 Minutes Ago
merge from Livestock_animals -> critter_animals
39 Minutes Ago
critters startle and run away when players come too close
46 Minutes Ago
Merge from render_pipeline_testing
55 Minutes Ago
Added new sounds for the :rabbit2: & :chipmunk:
59 Minutes Ago
Merge from monument_analytics
1 Hour Ago
Merge from main
1 Hour Ago
- Add the ability for predicted grenades/c4 to follow bone rotation on deploy - Add hide/show to our legacy c4 animations - Clean up throw prediction settings - Custom Show if attribute to eaisly hide fields in inspector unless another field on the same object has a value
1 Hour Ago
Setting the default number of depth bins to 16 per-tile
1 Hour Ago
Add monument to oil rig switch event
1 Hour Ago
merge from main
1 Hour Ago
Moved the property gathering for lights to a job that runs before the binning jobs
1 Hour Ago
1 Hour Ago
Tweaked loot spawns to reflect monument tiers, visual polish Radhouse large mesh and collider tweaks for the new room Scene 2 prefab
1 Hour Ago
Added a generic warning function that can be set/called by planner. Upgrade planner placement now checks if future upgrades can also be placed for the current upgrade. Placement turns yellow if this upgrade is possible but future ones are not. Stops you placing 2 sandbag upgrades to then realise the next one is placement blocked.
2 Hours Ago
Fix map layers (like train tunnels) not rendering in RRP
2 Hours Ago
Fix bear flee when target on foundation test failing because the bears goes into chase for one tick before the flee, test can now read the exact fsm transitions and be more accurate
2 Hours Ago
Add in additional air drops and satellite selection events
2 Hours Ago
Make the other sandbags non-craftable, only the default sandbag .
3 Hours Ago
Assign new sandbag placement guides, per level. No longer hide the item being upgraded.
3 Hours Ago
Removed branching on spot light code for calculating the cone based on the light type
3 Hours Ago
Give cows avoidance, it was especially ugly when they clipped with each other or the player, which happens a lot because there are often loads of cows in a tight space and they move slowly, also make players collide with cows
3 Hours Ago
Move planner upgrade code to partial
3 Hours Ago
Add support for c4/satchels - WIP (throwing animations still look bad) - Generate C4 predicted prefab
3 Hours Ago
Fix tests failing with new navmesh because foundation bake a tiny sliver of navmesh on top of them
3 Hours Ago
added dedicated stacked guides - split up geometry so that the guides can properly stack for the next upgrade.
bot
3 Hours Ago
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3 Hours Ago
Added a bin sphere collision check against spot light cones to further reduce the number of lights per bin
4 Hours Ago
merge from main
4 Hours Ago
Update: StoreBundleTool - fill in image upload logic - changed url format - ran "Update Urls" Tests: ran full Update Urls - manifest grabbing works, but uploading gets stuck
4 Hours Ago
Further placement checks/fixes.
4 Hours Ago
Isolated reapply of "Set new navmesh enabled by default, now needs -useOldNavmesh to disable" for release
4 Hours Ago
merge from sv_god_sync_fix
5 Hours Ago
Added ServerSetGod which modifies the client's god info status and networks it to the player - now that global.god can be called from the server Updated two instances of the server disabling god mode of a player to use this (eg. in the tutorial)
5 Hours Ago
Fix clientLastAttackedTime not being initially set to -infinity which blocked sandbags from being upgraded instantly after placement due to incorrect cooldown. Checks correctly run server-side.
5 Hours Ago
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5 Hours Ago
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5 Hours Ago
Added sphere to bin AABB collision checks to reduce the number of lights per-bin further
5 Hours Ago
Same damaged cooldown logic for upgrading as repairing
5 Hours Ago
Merge from main
5 Hours Ago
Trying out manual clipping boxes for placement meshes to only show the upgrade portions. Works pretty well, but parking it because custom made meshes will still look better.
Today
Hide the existing mesh and only show the upgrade placement guide when placing upgrades, fixes the overlap and looks better. Only hide the visuals, and only clientside, collision etc all remains active.
Today
Updated frog material
Today
merge from apartment_complex_cleanup
Today
Upgrading damaged sandbags doesn't give a free repair to full. Keeps previous health fraction. Convar'd behind ConVar.Server.upgrade_keeps_health because I'm not sure how we wiill want this to play out. Defaults to true for now.
Today
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Today
Upgrading transfers skin to new placement