138,164 Commits over 4,474 Days - 1.29cph!

11 Minutes Ago
Start Singleplayer & Start Multiplayer pool game options - More complex setup for mp game, joining/leaving etc
37 Minutes Ago
Correct values this time
39 Minutes Ago
Buff to snow jacket cold and bite protection, now serves a bit more of a purpose in the arctic.
1 Hour Ago
main -> game_room_dlc
2 Hours Ago
Added option (default disabled for now) to require active powerplant powergrid to powerup satellite control computer (in addition to tech trash)
2 Hours Ago
use new RRP/BRP grab pass subshaders for player pixelation
2 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
3 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
3 Hours Ago
merge from main
3 Hours Ago
merge from sv_console_history
3 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
4 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
4 Hours Ago
merge from automated_testing
4 Hours Ago
only players in the game can reset the board, otherwise you must wait for idle endgame timer
4 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
4 Hours Ago
New automated test checking all Gibbable components for mesh colliders that are missing RW All pass as expected
5 Hours Ago
merge from fix_realmed_remove_warning
5 Hours Ago
Fix RealmedRemove warnings on small ramp and advent calendar
5 Hours Ago
Update(tests): patch WeaponRack Tests: TestMTSave(WeaponRack) pass
5 Hours Ago
Update(tests): patch VendingMachine Tests: TestMTSave(VendingMachine) pass
5 Hours Ago
Update(tests): patch VehicleModuleStorage Tests: TestMTSave(VehicleModuleStorage) - pass
5 Hours Ago
Update(tests): skip module spawning for VehicleModuleCamper in tests Tests: TestMTSave(VehicleModuleCamper) - pass
5 Hours Ago
Update(tests): patch TravelingVendor - skip spawning mapMarker and preventBuilding trigger when testing Tests: TestMTSave(TravelingVendor) - fails on IsGrounded while updating flags
5 Hours Ago
jukebox prefab updated with greybox model
5 Hours Ago
Update(tests): patch TrainEngine Tests: TestMTSave(TrainEngine) - fails on GetNetworkTime
5 Hours Ago
merge from fix_baseentity_query_nre -> main
5 Hours Ago
Extra hardening to fix exception inside DoServerDestroy() by checking if children are null before calling child.OnParentRemoved()
5 Hours Ago
Extra hardening by checking if entity is null inside SocketMod_PlantCheck too
5 Hours Ago
syncvar_initialiser_support
5 Hours Ago
Fix a few NREs called by the new initialiser support
5 Hours Ago
Update(tests): patch TrainCar Tests: TestMTSave(TrainCar) falls over in GetNetworkTime
5 Hours Ago
Don't just skip over entities that are destroyed in BaseEntity.Query, make sure they are removed in the narrow phase
5 Hours Ago
Update(tests): patch Telephone Tests: TestMTSave(Telephone) passes
5 Hours Ago
Update(tests): bypass priv spawn in unit tests Tests: TestMTSave(SteeringWheel) passes
5 Hours Ago
Update(tests): patch StashContainer Tests: TestMTSave(StashContainer) passes
5 Hours Ago
merge from main -> fix_baseentity_query_nre
5 Hours Ago
Update(tests): use TestFuelSystem when running tests for SmallEngine Tests: TestMTSave(SmallEngine) - passes
6 Hours Ago
merge from fix_breakin_sound_loop -> main
6 Hours Ago
Fix the master key unlock not set to loop
6 Hours Ago
Everyone loves commiting RidableHorse.prefab with new fields (at least it's not reserializing comments anymore)
6 Hours Ago
Update(tests): patch SlotMachine Tests: TestMTSave(SlotMachine) - passes
6 Hours Ago
Update(tests): patch ShutterFrame Tests: TestMTSave(ShutterFrame) - passes
6 Hours Ago
Bugfix(editor): add null checks to SearchLight Reset flow Tests: TestMTSave(SearchLight) - passes
6 Hours Ago
merge from fix_deep_sea_ladder -> main
6 Hours Ago
Update(tests): patch RidableHorse Tests: TestMTSave(RidableHorse) - passes
6 Hours Ago
Add `printboatteleports` command to print what players will be teleported to the deep sea - allows us to see if ladders in standalone builds behave differently than ladders in the editor
6 Hours Ago
Move blocking into subsystem too
6 Hours Ago
Update(tests): patch RentableShop Tests: TestMTSave(RentableShop) fails on TimeSince
6 Hours Ago
Syncvars now correctly identifiy and apply initialisers properly
6 Hours Ago
Update(tests): patch ProceduralLift - also skip spawning trigger Tests: TestMTSave(ProceduralLift) passes