155,538 Commits over 4,536 Days - 1.43cph!

14 Minutes Ago
Applying shelved heli/hav direction based armour changes
15 Minutes Ago
Brackets for pipes (room c)
23 Minutes Ago
merge from main
24 Minutes Ago
Fixed stag not responding to ai select/move commands
30 Minutes Ago
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30 Minutes Ago
Post merge manifests
35 Minutes Ago
merge from cookingworkbench_stopping_fix
38 Minutes Ago
Refresh refrigeration status immediately when an item changes container, fixes the delay alltogether
42 Minutes Ago
Merge from animal_fencing_v2
1 Hour Ago
Rather than using the active depth texture in the GBuffer pass, switched back to using the CameraDepth directly
1 Hour Ago
Removed the UniversalPipeline tags from the blit shaders
1 Hour Ago
merge from livestock_animals
1 Hour Ago
merge from main
1 Hour Ago
merge from automated_testing
1 Hour Ago
Fix kick hazmat worldmodel outline
1 Hour Ago
merge from main
1 Hour Ago
Merge from main
1 Hour Ago
Bradley Flatbed materials and textures. Model update
3 Hours Ago
Add pillbox tranlsation strings. Add to icon generator manifest.
3 Hours Ago
Merge from main
Rin
4 Hours Ago
Reduced HQM collectable scale
4 Hours Ago
Fix terrain compute uninitialised variable warnings
4 Hours Ago
Merge from vehicle_panel_nre_fix
4 Hours Ago
Hypothetical fix for NRE on VehicleEditingPanel
Rin
4 Hours Ago
merge from bee_grenade_visual_fixes
4 Hours Ago
Added support for a DroppedItem to call SetEntityAndChildrenDynamic when it stops moving, allowing us to switch a LOD component from dynamic to static This should allow us to use MeshLOD/RendererLOD on dropped items
Rin
4 Hours Ago
merge from paintballgun_colourequipfix
Rin
4 Hours Ago
merge from chandelier_optimization
Rin
4 Hours Ago
merge from rifle_show_lod_animevents_update
Rin
4 Hours Ago
merge from candy_inventory_fix
Rin
4 Hours Ago
merge from ornate_horse _mask_fix
Rin
4 Hours Ago
merge from worldmodel_sep_fixes
5 Hours Ago
Merge from main
5 Hours Ago
Added a check to the SceneChecker if a mesh without RendererBatch has > 1000 verts but < 1100 (ie. close)
5 Hours Ago
RendererLOD and MeshLOD converters will now calculate new camera distances when converting from a LODGroup LODGroup measures screen height and our LOD components operate on distance so it's not perfectly 1:1 but it's better than the old hardcoded values Add an inspector warning to the RendererLOD if there is a gap in the LOD settings (eg. LOD0 and 2 have targets, LOD1 is missing) Add an inspector warning to MeshLOD if the same mesh appears multiple times Added automated tests to find all meshes used for collision that calculates tangents, imports blendshapes, cameras, lights or materials
Today
Add the vendor to the ranch, s2p both
Today
Fixed animal leads not working after purchase
Today
merge from main -> sentry_upload
Today
First pass on npc's selling baby animals to the player
Today
Possibly fixed the conversation data graph editor sometimes silently dropping newly added conversation nodes
Today
LeadingPlayer is now a Synced field Compile simulator now passes
Today
Fixed most compile errors, still one issue
Today
Merge from lod_preview
Today
Hitch & Trough now has a water container on the right, supports fluid IO Livestock can drink from trough Added a storage adaptor to the food portion of the trough
Today
Added sandbag pillbox barricade and deployable item - pillbox model, LODs and collision with separate wood and sandbag phys materials - reused adams setup for crafting and repair - Added icon to match other variants - gibs - updated manifest
Today
Fixed some regressions with recent changes * Extra unnecessary assignment in viewmodel bob code, also change CFuncTankMortar to use doubles for firing * Some minor model panel/icon/player model selector fixes Fixed couple potential Lua stack corruption issues with hooks * Specifically call conditions of CreateClientsideRagdoll and EntityEmitSound Fixed some typos Minor whitespace cleanups Remove some unnecessary usages of std::string Remove "ReleaseVideoMemory" stuff from Hammer Fixed Hammer material list leaking file search handles Allow render.BindLocalCubemap with `nil` to unbind the cubemap Workaround double messages per Sandbox limit hit * Only display the "Prop limit hit" message, not the "spawn blocked by server" message in the case of hitting the prop limit, etc * When spawning a dupe or something and hitting the prop limit 100s of times, only display ONE "prop limit hit" message.
Today
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Today
Biofuel Generator: manifest and engine.json for the new entity
Today
merge from cookingworkbench_stopping_fix
Today
merge from smart_alarm_deployment_fix