197,180 Commits over 4,110 Days - 2.00cph!

1 Hour Ago
Merge from manifest_insert_inspector
1 Hour Ago
Added a warning to the top of the editor inspector if an editors prefab id is incorrect, with a button to fix it Added a manifest info foldout to all entities, shows whether the entity is in the pooled strings and entity list in the manifest If entities are missing from these lists, buttons are displayed that will insert the values into the manifest without needing to do a full manifest rebuild, saves about 5 minutes when creating or duplicating a new entity
3 Hours Ago
Cleaned up the hierarchy
3 Hours Ago
Add some placeholder cables
3 Hours Ago
Fix legacy ceiling light
3 Hours Ago
Physics based ceiling lights now reset their position/rotation after 15s of no damage Setup two joints on the fluorescent light
5 Hours Ago
Move chandelier into cozy lights folder
5 Hours Ago
String light bulbs + lights are now pooled
Today
Merge from main
Today
Merge from frontier_external_fixes
Today
Fix walls being demolishable with hammer after being reskinned (will apply to another redirect skins as well)
Today
Merge from main
Today
merge from fogmethod1
Today
fix cloud reprojection artifacts where viewDir.y < 0
Today
Reduce OBS_MODE_DEATHCAM time from 3 seconds to 1 second Added some sanity checks when loading VTF files and possibly running out of memory. Edit Entity window now shows prettier entity name (Community Contribution) string.ToColor micro-optimization (Community Contribution) More strict shader file whitelist (Requiring to be in `shaders/fxc/`) Delete unused CDispInfo.m_pTags Try to provide some useful info to "hit surface has no samples" warning Fixed operator precedence in a certain validity check Minor cleanups Added more checks for invalid values Increase MAX_NODES to 8192 (from 4096)
Floating cities greybox cleanup
snap_deployables -> main
Minor changes
Ensure corner pivot point is added, not subtracted
sleeping bag changes
main -> snap_deployables
Today
merge from fogmethod1
Fixed sleeping bag corner snapping Fixed Furnace -> Furnace snapping Some tweaks to locker and fridge (needs more height)
Today
remove debug print
Fixed issues snapping workbench 3 against the wall
Today
avoid potential index out of range, report error if default cloud lists are empty (instead of mysteriously crashing)
snap_deployables -> main
Sofa corner padding to .02
Today
disable biome fog on craggy and playground as it doesn't make sense
" Wicker Barrel Medieval Box Bamboo Barrel Twitch Rivals Desk
Today
merge from main
" Workbench
Computer station cant connect to other computer stations nearby Ensure sofa and patterned sofa can snap Turn on for: Retro TC Shockbyte TC Small Battery Medium Battery Large Battery Repair Bench Storage Barrels (inc abyss) Chippy Arcade Machine BBQ Water Barrel Small Generator Powered Water Purifier Composter Pressure Plate Disco Floor
Have the ability to turn on and off corner/same deployable snapping on a per object basis
Today
merge from fogmethod1
Today
drop off biome fog density below the terrain/start height (fixes dark fog in train tunnels)
Today
Updated ReportType enum so BreakingServerRules is correctly marked as LAST. Fixes bug where non-player-specific BreakingServerRules F7 feedback reports are not ignored by server.reportsserverendpoint when this was the intended behaviour in CS:109053 04/12/24
Today
Update(wip): new comprehensive projectile test on craggy - spawns a bunch of players on craggy and drops projectiles on them Currently fails as majority of hits miss (but expect 100% hit rate) - likely bad test setup. Will investigate tomorrow Tests: ran unit tests
Today
Today
Resolved the compiler warnings flagged by the IDE as errors
Changed 'heart' icon on server listings. Fixed server browser entries instantly opening when trying to scroll through listings with the mouse. Fixed new canvas mode causing issues with keyboard locking and buttons not working properly.
Today
Iterating Cirrus clouds zero'd out for now.
Today
fixed bugs with lods on dlc lights
Setup UI_Window support for flex element state swapping Move Home and Session pages over to canvas alpha instead of GameObject setactive
Today
Fixed VRAD Lightmap crash due to static props using out of bounds skins Fixed VRAD always forcing verbose to true Fix "must be compiled with $staticprop" error in VRAD too (was VBSP only) Since `-allowdynamicpropsasstatic` is not a thing in VRAD, it will just always allow such props. VBSP controls whether such props are written to the .BSP file, so it should be all good anyway, since VRAD only loads the model list from the BSP.
Today
Fixed VRAD Lightmap crash due to static props using out of bounds skins Fixed VRAD always forcing verbose to true Fix "must be compiled with $staticprop" error in VRAD too (was VBSP only) Since `-allowdynamicpropsasstatic` is not a thing in VRAD, it will just always allow such props. VBSP controls whether such props are written to the .BSP file, so it should be all good anyway, since VRAD only loads the model list from the BSP.
Today
Update: projectile tests against players with shields Test: ran new unit tests
Today
Reducing material IDs in floating walkway kit. Added ubiquitous moss via blends.
Today
Have scientist only ask their closest ally to help in a rush, not the whole squad