156,517 Commits over 4,536 Days - 1.44cph!

39 Minutes Ago
Cherrypick 163442 (Tooling to switch to the testbed steam app in editor)
51 Minutes Ago
Livestock small fixes: - increase livestock headbutt damage, you better dodge this sideways like croc or 2 shot naked - fix "stop leading" prompt appearing when someone else is leading the cow - fix grazing through walls - fix bulls attacking in safezones - make leading bull strop fighting others - fix calves not having father genes if father dies between conception and birth
1 Hour Ago
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5 Hours Ago
Make autotest_run refuse when another process already holds the game server port
5 Hours Ago
merge from main
5 Hours Ago
merge from settings_search_fix
6 Hours Ago
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6 Hours Ago
Fixed editor tests writing two result files
6 Hours Ago
Make navigation tests able to catch spinning agents
6 Hours Ago
Make avoidance twice as fast, still too slow
6 Hours Ago
Fix bull trying to headbutt unreachable players
6 Hours Ago
Fix animals circling around an obstacle forever when fleeing, or around the player when charging
Today
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Today
Add another state ping pong test
Today
Fix pregnant cow ping ponging between curious follow and play random anim
Today
More durable fix for skateboard cow
Today
Fix inbred and non-inbred cow appearances being swapped (for real this time), non-inbread seems much darker on whole body though
Today
Another iteration on avoidance, bad perf but looks good so we'll optimize from there
Today
Fix some non-deterministic tests sometimes failing, remove super long tests from CI
Today
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Today
More comments improved
Today
merge from skinviewer_hands_fix
Today
Fixed hands disappearing from the skin viewer when inspecting the viewmodel (hands are now out of the vm prefab and instantiated, they needed their layer swapped to UI)
Today
Adding LODs for the biofuel generator
Today
Better comments
Today
Add more entities to Lua override-able list * filter_activator_context, game_player_equip, trigger_push, ambient_generic Fix double notifications when hitting Sandbox vehicle limit Updated a whole bunch of built-in spawnicons * About 600 of them * Touches some PHX props, a few HL2 props, most of the TF2 props in the default spawnlist Update default spawnlists * Rearranges some stuff to better group similar items Update TF2 weapons spawnlist Slightly adjust L4D1 and Portal spawnlists Added more allowed entity overrides * item_battery, item_healthkit, item_suit, item_longjump * func_pushable, func_healthcharger, func_recharge * Half-Life: Source ammo entities * weaponbox, speaker Added Satchel entities to override whitelist + func_tankmortar
Today
merge from base_occlusion -> main
Today
Fix compile error (even though it's editor only it still can mess up editor if it switches realms)
Today
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Today
Item schema generation collects bundles
Today
merge from base_occlusion -> main
Today
Fix formatting of Visibility.cs
Adjustment so that respawnable fridges can have a new "first" looter when the items are respawned
Merge from main
Today
Merge from livestock_sheep_shearing
- Medical tool setup - Global mask support
Today
merge from main -> base_occlusion
Today
fixes to ladder hatches , still need to sort armored triangle icon, render scene images
Add mask support for grenades
Today
Various sheep shearing fixes: - Fleece no longer disappears after a server restart - Shearing no longer counts as a shot hit or goes through the combat path - Thrown knives wound instead of shearing - Four quarters pay exactly the authored wool amount - Timers that ran out during a save now fire on load, so sheep and cows cannot get stuck - Wool counts as a harvest and overflows into the backpack - Fur bake only runs on models labelled Fleece and re-runs when its version changes - Debug shave scan compiles out of fur materials that do not use it - Regenerated the manifest, livestock prefabs are back - Tests updated for wild sheep rule, plus new tests for all of the above
Today
Fix room export tool not writing to the temp directory in the editor
Today
Redesign livestock popup UI so that it's more consistent with plant popup UI
Today
Mark the room exporter (base -> JSON) as editor only - used so we can run tests on bases without having to spawn the entire base (which is slow)
Fuseboxes now show the worldmodel for whatever the currently inserted item is They now show a heavy fuse if one is inserted rather than a regular fuse
Today
merge from render_pipeline_testing
Today
avoid atmosphere volume NRE
Today
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Today
- unique subsystems for water pistol and keycard - deleted holdtypes for them as not needed