196,848 Commits over 4,110 Days - 2.00cph!

5 Hours Ago
Reduce noise made by melee and bow
Today
Various consistency tweaks.
Today
Meta for the RPC source generator too since it accidentally committed in 124029
Today
Remove unnecessary things related to SyncVars source generator
Today
Overcast profile RC
Today
Clean up reaction time visualization code
Today
Fix shooting scientists not making them aware after reaction time rework
Today
Fix bow projectiles not making noise (regression)
Today
- Fix hearing not working after reaction time rework - Make noise events readonly structs, they didn't really need to be classes and need all the pooling - Only simulate sighting once per noise
Today
Fix hearing and being hit boosting scientist accuracy too fast
Today
▆▍▌▍▆▄▇ ▄▄▋▄▍▅▅ ▅▆▇▆▍▄▆ ▉▍▉▅▋ ▉▌▇.
Today
merge from party_system -> main
Today
Add `party_invites_enabled` convar to disable receiving party invites
Today
Fix party invites not hiding names in streamer mode
Today
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Today
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Yesterday
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Yesterday
▉▆▉ ▄▅▆▇▉▍██▍ ▍█▌ ▊▉▊▋▉▄ ▇██▆▄ ▋▆▌ ▌▇▄▇▊▆█ ▉▌▌▆▇▊▌▄▌ ▆▅▅▆▅▊▅ - ▋▍█ ▅▌▅▋▅ █▄▊ ▄▄▇▊▇ ▆█▅▋▌█ ▆█ █▇▊▍▌ ▊▄ ▋▅▅ ▇█▅▄▊▇ ▄▊▌▆▍▋▍ █▊ ▋▍▌ ▄▍▇▆▊▄▋ █▉▋▇▋▄▍▍▍ - ▍▅▅▅▌ ▋▊▅▊▄█▊ █▅▇▄▋ ▆▋▅▋▄▋▅ ▇▅▌▆▇ ▄▅▄▌▄█ █▊▋▍▇▇▅▊▊ ▊▄ ▄▇█▆▄ ▌▆▋ ▅▍█▄▋ ▊▌▇▌▉▌▇▌ ▇▊▌█▍▆ ▇▌▊█▄▉▆ ▅█ ▌▅▄▇ ▌▅▌ ▉▄▉▍ ▇█ ▍▇▅▌▆▆▊▋ - ▊▋▄▊▌ ▌▉▉▇▉ ▉▉▇▉▋▉ ▉▉▊█▄▋ ▌▄▌▍▌▇▇▆▆ ▄█▋▅▇▍▊▄▆ ▇▄ ▋▄█▌ ▄█▉ ▉▆▋▉▅▊ ▌▍▄▋▌ - ▍▅▆▄▆█ ▄▊ ▇█▉▌ ▉▇▅▄▄ ▋▉▄▌█ ▋▋ ▍▉█ ▇▄▆▇▍▍ ▅▆▅ ▌▊▌▍ ▋█▄ ▅▍█▅ ▅▄ ▉▌▅▉ ▊▍▉ ██▅▋ ▍▋▉▅▄▊▍▇▄ ▍▆ █▍▉ ▇█▇ ▊▋▉▇▆▆ ▉█▅▇ ▆▅▋▋▇█▅▄▄ ▌▍▄▇█▌ ▄▅▇▇▆▍▆ - █▅▋▋▉▇ ▋█ ▄▋▌▇▊▆ ▇▅ ▍▍▌ ▉▇▊█▉█▄▉ ▆▅ `▅▄▍▇▍▊▊_▍▊▍▋▆▉▋_▅▆▄▌▉▋▄▇█`
Yesterday
Clean: minor comment fix Tests: none, trivial change
Yesterday
Update: projectile-entity test now covers more internal code - cleaned dead code - not sure I'll need it in the future, so to the grave it goes Tests: ran the unit tests
Yesterday
Add: new Projectile vs world base entity tests Tests: ran the unit tests
Yesterday
merge from party_system -> main
Yesterday
Add leave party button
Yesterday
fix missing shader input on scene load
Yesterday
merge from party_system -> main
Yesterday
Fix scientists still reacting too fast, especially when seeing player through pixel gaps for a microsecond
Yesterday
shadow map cheapification
Yesterday
First pass on generating cfg/serverdefault.cfg on server startup. This is considerably bigger than serverauto.cfg so some more changes may need to be made
Yesterday
merge from indirect_instancing
Yesterday
Some .FBX.meta I didn't catch because they were uppercase
Yesterday
Fix legacy hooks for entity iterators feeding entities to the callback Minor cleanups in gl_util.cpp Merge Pull Requests * Remove duplicate "Black and White" color modify preset (Community Contribution) * Use player.iterator over player.GetAll in some base game functions (Community Contribution)
Yesterday
Revert even more .fbx.meta and .mat files to the state they have on /main
Yesterday
Merge Pull Requests * Remove duplicate "Black and White" color modify preset (Community Contribution) * Use player.iterator over player.GetAll in some base game functions (Community Contribution)
Yesterday
Subtract all .mat changes to investigate artifacting issues
Yesterday
Subtract all .fbx.meta changes to investigate artifacting issues
Yesterday
Merge from parent
Yesterday
Merge from m ain
Yesterday
Merge from placement_improvements
Yesterday
Deployables can now be deployed on boats at sea
Yesterday
Fixed crash issues with VPC.exe on windows Carefully updating win32 side of VPC scripts Update windows built scripts a bit Minor cleanups in gl_util.cpp VPC Cleanups
Yesterday
Minor VPC cleanups More VPC Cleanups
Yesterday
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Yesterday
Construction setup. Block fixes.
Yesterday
Fixed InstancedDebugDraw instance and command buffers initially bound to zero
Yesterday
Fixed InstancedDebugDraw instance and command buffers initially bound to zero
Yesterday
Fix peripheral vision being too strong in combat
Yesterday
Reduce scientist health
Yesterday
Merge: from autoturret_optim - Fix to auto turret not responding to shots outside of firing arc - Fix to turret not reacting to shots if it got depowered then powered up again - Fix to turret snapping to hostiles outside of it's default firing arc when powering up Tests: shot it, ran around and powered it up and down using infiniteiopower in various combinations
Yesterday
Bugfix: prevent turret snapping to a hostile outside of the default firing arc when powering up Tests: while hostile, depowered turret, got behind it and powered it up - it didn't snap on me until I shot it again