127,341 Commits over 4,171 Days - 1.27cph!

16 Minutes Ago
Merge from main Stomped player animation controller changes (sorry)
50 Minutes Ago
boat_ai_optimisations_2 -> naval_update
55 Minutes Ago
Increase interest intensity
56 Minutes Ago
Fix boken avoidance logic after our move to jobs
1 Hour Ago
boat_ai_optimisations -> naval_update
1 Hour Ago
merge from main
1 Hour Ago
▄▊▆▄▍▉ ▋▄▄▅▌▉▍▇▅▍▄▉, ▍▄▉▉▇▉▅▊ █▉▍▆█▉▌▌▊ ▇█▍▅▉▊▅▊▅▅, ▍▉▉▆▅▅▋▍ ▆▍▉▇▋▍ ▇▅▅▅▋▋▇▊▅▊ ▌▉▄█▇▇ ▇▌▅▇▆ ▄▌▇▌, ▅▋▊▉▍▅ ▄▋▄▋▇█▄, ▌█▌ ▆█▌▇▊▄▇▉ ▌▉▊▅▇▊ ▆▇▌ ▆▊▍▊▄▅▉ ▌▌▍▊▍▍▆ ▄▊█▍▊▍▍▆▄█▄▋▇
1 Hour Ago
boat_ai_optimisations_2 -> naval_update
1 Hour Ago
Light sleeping: - wake boats up occasionally to wander around - wake, wander a bait then go back to sleep
1 Hour Ago
Added sleepy system to boats Boats will sleep when the lose all targets and have lost them for x seconds
1 Hour Ago
updated bed with new model with better uvs, updated lods, gibs, prefab, workshop file, skinnable asset - still need to do corpse prefab and test
1 Hour Ago
boat_ai_optimisations -> naval_update
2 Hours Ago
Fix missing await when writing file to cache in WebUtil.DownloadFileTemp
3 Hours Ago
Try to fix windows server console flickering - only clear 1 line when there are pending lines to log or status text to update instead of clearing all 3 lines - only redraw status text when we recieve status update - switch from 20 fps -> 50 fps (via Task.Delay()) - remove input.Update() redrawing the input line every 0.5s
3 Hours Ago
When generating deep sea content, make sure it picks all prefab variants before randomising Fixed active rhibs list not being cleared
4 Hours Ago
5 Hours Ago
merge from main -> hotbar_food_eating
5 Hours Ago
Use idle sail anim when sails are wind blocked, high wind sail when not blocked.
5 Hours Ago
5 Hours Ago
Fixed deep sea portal map marker position Make sure it doesnt dupe itself
5 Hours Ago
skull torch setup
5 Hours Ago
Fix refcount leaks due to render.Pop/PushFilter functions This was due to recent changes, but exposes a bigger issue that also affected func_breakable_surf Added MAX_PLAYER_BITS VRAD: Enable static prop lighting (vertex & lightmap) with `-fast` * Since it is already controlled by `-StaticPropLighting`. `-fast` makes static prop lightmaps generate much faster. * Mention -StaticPropLighting requirement for vertex lighting on static props in the FGD (`Disable Vertex Lighting` field) Minor model rendering changes from cs:go * Mostly null checks, etc. Prevent crashes with vertexSize of 0 on materials * Will now use error material instead, and SPAM you about what material is wrong Fix a crash on game exit to do with models Clear "missing" flag on all materials when a map is started loading
5 Hours Ago
merge from cannon_animation
5 Hours Ago
Switch GetRootEntity in Ballista to use GetRootParentEntity instead.
5 Hours Ago
merge from naval_update
5 Hours Ago
Fix LODs on cannon skinned mesh renderers, hook up basic wheel spin, fix handle animation being broken after using the new model, disable reload for now.
6 Hours Ago
merge from copy_paste_boats -> naval_update
6 Hours Ago
Add `copyboat` command - functions identical to 'copybuilding' but has a bit of special handling for boats - add "GetRootParentEntity()" to BaseEntity to get the highest level parent - fix "snap to terrain" paste setting causing bases (and boats) to snap to the bottom of the ocean instead of top of the water
Today
entity updates
Today
entity updates
Today
skinning knife and shovel entity updates (offsets to line up with pose)
Today
Added floating city 2 in the deep sea
Today
merge from naval_update
Today
merge from naval_update/floating_cities
Today
S2P floating city 1 and 2
Today
merge from naval_update
Today
merge from ghost_ship_parenting -> deep_sea
Today
Add "ShouldChildrenInheritNetworkGroup()" to allow a parent to prevent any of it's children from inheriting network group - set to false so ghost ships don't network children to the whole deep sea
Today
Preserve meshCache old behaviour by adding submesh tris to another field
Today
Reimplemented sail wind blocking: sails will only be blown by the wind if there is room behind the sail. Added list of points to check for clear LOS. Debug drawing of LOS points and status. Sail.Blowing now checks Flag_WindBlocked is false. Additional recache of value on sail raised/lowered.
Merge from monument_notification_sounds
Today
Cancel running tile building operations if the tile is re-queued
Today
set up ak variant entities and masks
Today
Update: AnalyticsUploader - implement FPUploaderImpl - add editor-only DryRun switch to log everything instead of actually sending it - IUploader.Upload is now async Tests: none, not hooked up to anything yet, that'll be next experiment
Fix notification 'red bubble' not appearing when we have unread notifications on launch
Today
merge from mesh-guide-shader-improvements (further fixes)
Today
merge from main