139,037 Commits over 4,474 Days - 1.29cph!

Rin
36 Minutes Ago
Merge from satellite_crash
Rin
36 Minutes Ago
Satellite crash harvest and Satellite crate loot pass
52 Minutes Ago
jukebox - updated emission lighting texture on the jukebox with refined pass
1 Hour Ago
Added serialized name for animals Extend LookAtFarmAnimal that we used for chicken coop to display livestock animals Added ai.renamelivestock convar
1 Hour Ago
Support non-instanced terrain holes when using a unique mesh instead of holeshape
Rin
1 Hour Ago
merge from PlayerMaintainedMonuments
2 Hours Ago
Remove an unused 2mb texture from the chicken coop UI
2 Hours Ago
Boilerplate for animal breeding, triggered via console commands for now
3 Hours Ago
Better transition if animal starts moving while grazing is ending
3 Hours Ago
Jukebox - Updated textures, removed old textures, updated materials
4 Hours Ago
Merge from main
4 Hours Ago
Nudge the air drop freq button over slightly
5 Hours Ago
Merge from airfield_maintainable_features
Today
Clean up the airfield debug convars
Today
Fixed Pressbutton_compact animation not working Added an option to ChargeUpIOEntity to require a trigger once it reaches full charge Enabled on both airfield terminals, triggered via a new button on the terminal
Merge from main
Today
Switch Newtonsoft test to use Unity's test framework
Merge from PlayerMaintainedMonuments/powergrid
Today
update from main
Today
refactor + improve turn in place based on feedback. seems mostly stable now. this mainly fixes the weird catch up issues we had when a player turned constantly.
Today
Livestock now gets saved, unlike other AI This has caused massive problems in the past, so yolo I guess FSM isn't saved/restored but we can probably get away with that
Add some basic loot to the new powergrid locked loot room at power plant so there is something there if its part of media capture
Add new big daddy red recycler to power plant with 75% efficiency and 4 sec duration, only usable at highest power stage Green recyclers outside safezones now have a slight nerf to 50% effieciency at power stage 0, restoring to 60% (baseline) at power stage 2 Removed the new green recyclers from outpost Yellow recyclers in safezones remain unchanged S2P all scenes which contain safezone recyclers as recycler type is now set per recycler. All recyclers in safezones should still be yellow
Today
Merge from satellite_crash
Today
Merge from code_clean_up
Today
Remove some dead code
Today
Merge from main/PlayerMaintainedMonuments/powergrid
Today
Put more effort into finding spawn positions for all monuments with the highest priority
Today
update prefab in scene, + airfield S2P
Today
Added first pass of screens to the airfield terminals - conditional contents based on charge - switched Charge variable to syncvar, cleaner and better hooks - added first pass of hook-ups for sounds, when ready - fixed chargeupIO decaying charge code, not a bug but oddly inconsistent - reworked prefab for airfield maintainables, moved everything around according to feedback - added + improved testing convars for the two terminals
Today
More cleaning
Today
Remove cl_drawleaf (unused) * Not to be confused with r_drawleaf More Lua hook related optimizations * Similarly to stopping gamemode hooks from trying pointlessly read returned bool, do the same for SENTs, also fix some sent types not using pooled hook name strings while others do Some clientshadowmgr changes from CS:GO * To hopefully prevent potential crashes
Today
Setup localization for all static text
Today
texture update
Today
rock sculpture cleanup, updated model and materials, fixed scale issue. still needs lods and gibs and larger rock block
Today
Merge from cleani(u)p
Today
Couple null changes
Today
Fixed null check knackering markers
Today
merge from hackweek_sv_pie_menu
Today
No longer allow opening custom pie menus if the inventory is already open
Today
Major cleanup of all UI code
Today
merge from main
Today
wooden loot crate 1 refresh model in, textures in WIP
Today
Last weaks
Today
merge from demos_shadow_fix
Today
Phrases
Today
merge from catapult_reloadtime_nerf
Today
Catapult reload time increased to 6 seconds (was 3)
Today
yup, more fixes
Today
Fix for some shadows not working correctly in demos