138,178 Commits over 4,474 Days - 1.29cph!

23 Minutes Ago
Apply the UpdatePlayerPosition/Rotation trick for less laggy transitions
23 Minutes Ago
merge from main
24 Minutes Ago
merge from shield anim subsystem
29 Minutes Ago
merge from main
30 Minutes Ago
Better subsystem blending values
30 Minutes Ago
Added a scene view gizmo showing the player model when a Generic Mountable Animation Sub System is selected Matches the existing mountable gizmo behaviour
33 Minutes Ago
Nuke shield hand entity offset from all held items that had it, it's no longer used, shields just work.
39 Minutes Ago
- Play a viewmodel hit animation - After hitting the ball keep the player mounted for a few seconds so they can see the result of their shot
58 Minutes Ago
Clean up old code/states
59 Minutes Ago
Stop pool mountable dragging you along with the cue ball once you shoot
1 Hour Ago
Create a new Player_LowerBody_RootPosition avatar mask, apply to bar stools
1 Hour Ago
Actually put the 8 ball in the middle like real pool Cleaner game in progress/leave game logic - makes everything clearer
1 Hour Ago
Subtract 157099
1 Hour Ago
Fix alt looting from player corpse bags -> player inventory - fixes clothing alt looted from dropped item containers not being worn if you are already wearing clothing - fixes clothing that would be dropped if you have a full inventory by trying to force move the items into the corpse bag first (bypassing the "no item input" manually)
1 Hour Ago
Start Singleplayer & Start Multiplayer pool game options - More complex setup for mp game, joining/leaving etc
2 Hours Ago
Correct values this time
2 Hours Ago
Buff to snow jacket cold and bite protection, now serves a bit more of a purpose in the arctic.
3 Hours Ago
main -> game_room_dlc
4 Hours Ago
Added option (default disabled for now) to require active powerplant powergrid to powerup satellite control computer (in addition to tech trash)
4 Hours Ago
use new RRP/BRP grab pass subshaders for player pixelation
4 Hours Ago
Added tooltips to various elements (texts and close button) on cui.cui_test Updated cui.cui_test background image URL to use https
5 Hours Ago
Remove TEXTUREFLAGS_VERTEXTEXTURE when loading vtf from disk * This is breaking some textures on ToGL with certain file formats? Anyway, I don't think there any reason for this flag to be allowed when loading .vtf files from disk, it's an internal flag for render targets from what I can tell Fixed some math lib discrepancies on 64bit builds affecting networking * Inconsistent math between 32bit and 64bit client was causing 8bit networked floats to be decoded incorrectly, causing Vortigaunt beam effect to have lifespan of 0 instead of the intended 0.1
5 Hours Ago
merge from main
5 Hours Ago
merge from sv_console_history
5 Hours Ago
Added caret repositioning support (using left / right arrows) Use Ctrl to jump to the nearest space https://files.facepunch.com/raul/1b1311b1/13_22-33-GrownPortuguesemanofwar.mp4
5 Hours Ago
gamesroom jukebox - tidyup folder - full setup jukebox prefab with all the things - merged models to single mesh - removed redundant materials and old model
5 Hours Ago
merge from automated_testing
6 Hours Ago
only players in the game can reset the board, otherwise you must wait for idle endgame timer
6 Hours Ago
darts fixes - fix RPC_UpdateThrowTimer (pretty sure) - fix deploy bounds - fix collider not being representative - include mat in placement guide - remove rotate from placement - set health value - can only palce dartboard on construction - add ground watch - fix look rotation error spam - fix SpawnReticle NRE - fix outofrange exception in 2 player - remove "win game" placeholder effect that was causing crash - adjusted bounds of everything in the prefab
6 Hours Ago
New automated test checking all Gibbable components for mesh colliders that are missing RW All pass as expected
Today
merge from fix_realmed_remove_warning
Today
Fix RealmedRemove warnings on small ramp and advent calendar
Today
Update(tests): patch WeaponRack Tests: TestMTSave(WeaponRack) pass
Today
Update(tests): patch VendingMachine Tests: TestMTSave(VendingMachine) pass
Today
Update(tests): patch VehicleModuleStorage Tests: TestMTSave(VehicleModuleStorage) - pass
Today
Update(tests): skip module spawning for VehicleModuleCamper in tests Tests: TestMTSave(VehicleModuleCamper) - pass
Today
Update(tests): patch TravelingVendor - skip spawning mapMarker and preventBuilding trigger when testing Tests: TestMTSave(TravelingVendor) - fails on IsGrounded while updating flags
Today
jukebox prefab updated with greybox model
Today
Update(tests): patch TrainEngine Tests: TestMTSave(TrainEngine) - fails on GetNetworkTime
Today
merge from fix_baseentity_query_nre -> main
Today
Extra hardening to fix exception inside DoServerDestroy() by checking if children are null before calling child.OnParentRemoved()
Today
Extra hardening by checking if entity is null inside SocketMod_PlantCheck too
syncvar_initialiser_support
Fix a few NREs called by the new initialiser support
Today
Update(tests): patch TrainCar Tests: TestMTSave(TrainCar) falls over in GetNetworkTime
Today
Don't just skip over entities that are destroyed in BaseEntity.Query, make sure they are removed in the narrow phase
Today
Update(tests): patch Telephone Tests: TestMTSave(Telephone) passes
Today
Update(tests): bypass priv spawn in unit tests Tests: TestMTSave(SteeringWheel) passes
Today
Update(tests): patch StashContainer Tests: TestMTSave(StashContainer) passes
Today
merge from main -> fix_baseentity_query_nre