127,457 Commits over 4,201 Days - 1.26cph!

5 Minutes Ago
cinematic_play will now fallback to the standard gestures if provided a gesture string that isn't in the cinematic list
1 Hour Ago
Working rear turret. Aiming is still ugly Ensure roll values are removed by projecting our rotation onto fixed axes (not transform axes) Manifest
2 Hours Ago
merge from biome-fog-stencil-volumes
2 Hours Ago
merge from main
4 Hours Ago
merge from fix_console_flickering -> main
4 Hours Ago
Fix all the flickering in the windows console and all the pre-existing bugs - boils down to avoiding clearing text (by writing spaces) before writing the new characters, to prefering straight overwrite where possible - changed both status text and input text to only be updated when needed - that change created a bunch more bugs (not listed here for our sanity) and made below bugs stand out more - fix multi-line log messages cutting off when reaching the bottom of the buffer - fixed the cursor bouncing around as you are typing commands
4 Hours Ago
merge from naval_update/deep_sea
4 Hours Ago
Re-applied 132706 after merge
4 Hours Ago
merge from naval_update
4 Hours Ago
Deep sea generation tweaks and improvements
5 Hours Ago
Add correct components to rear turret Standing mounted turret seat setup
5 Hours Ago
Mounted Turret Seat now supports multiple turrets on the same vehicle Initial rear turret setup
5 Hours Ago
Merge from deep_sea
6 Hours Ago
shield improvements
6 Hours Ago
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merge from main
6 Hours Ago
Setup right entities Setup prefab variants
Today
Add favourite paths to the file dialog
naval_update -> gun_turret (missed files)
naval_update -> gun_turret
Today
Add /copypaste/ and /demos/ to shared ignore.conf file
Today
Fixed flashlight trying to use invalid VM attachments
Today
Filled itemname on both charity plushies steam item
Today
Added charity plushies to the skin viewer
Today
fixed nightlight being too blue and dark
Today
Fixed flashlight trying to use invalid VM attachments Add sv_nomap_timeout * Closes a dedicated server if it is running without a map for given amount of seconds. Defaults to 0 (do not close the server at all) * Also added a console message telling the user to load a map with the map console command Fixed spam about "as if it were a variable" on GUI srcds Init 3rd person camera on map load as well as shutdown Implement support for $reflect2dskybox for Water shader Restore the hack for static prop fades for CS:GO maps Not sure why it was removed, I guess we will find out eventually if it causes issues. Fixed a typo in "Save file appear to be invalid!" Added $reflect3dskybox Disabled for all water by default, but can be used to enable 3D skybox reflections in water. r_3dskyinreflection can be used to force disable this for all water Make construct water reflect 3D skybox
Today
pumpkin basket entity - Added offsets to make it work with basket anims due to difference in model size and pivot
Today
set up wire and hose entities, removed duplicate override controller
Today
Update: AnalyticsUploader - combine AzureBulkJsonUploader and AzureBulkCSVUploader into BulkAccumulator - this also allows to combine the 2 uploaders into 1 This enabled aligning EventRecord serialization with current system. I think this is the last change to the code, next up will updating user code and testing in "real world". Tests: ran unit tests
Today
setting up vm rpg skin
Today
corrected deep sea shore vector positioning and how we copy the data into the current deep sea shorevectors map - something is still broken with the data, but the map matches the deep sea bounds size and aligns with island positions properly now
Casino upper floor dressing progress Fixed roof_flat_300x300_b Plywood variant for bar tables
Today
Update: AnalyticsTable - bring back useJsonDataObject support Tests: ran unit tests
Today
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Today
Continued work to floating city 3 (still WIP) - floating walkway set dressing
Today
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Today
Enabled Frame Timing Stats within the Player settings as this is required for gathering GPU timings in release builds
Today
Compile fix
Today
merge from main
Today
Fix error when build happens before navmesh is initialized
Today
Adding 50 cal right rig
Today
Added GPU frame timings to the performance logging
Today
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Today
Have DecayEntities affect navmesh at runtime when spawned and destroyed by default (remaining todo exclude IOEntity, AnimatedBuildingBlock, BaseTrap, etc)
Today
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