195,612 Commits over 4,110 Days - 1.98cph!

6 Minutes Ago
Rename delta to be more clear
9 Minutes Ago
Missed file
1 Hour Ago
built manifest
1 Hour Ago
update iconrender_improvements/wallpaper
1 Hour Ago
Prevent IconScene from being saveable - can toggle via `Tools/IconRender/Allow Saving Scene` Show preview of the icon on the right side of the window - pull texture from Game window with a render texture - will have inspector to change render icons below
1 Hour Ago
merge from main
3 Hours Ago
Fixed player metabolism being affected by low server fps. This would cause large times between frames and could affect food loss, bleeding, temperature jumps etc, building up our built in timer past its trigger amount and not properly bringing it back down. Unsure how greatly this affected servers, or the relationship this has between player update jobs and serial. Worth fixing anyway. Fixed By: Breaking up accumulated metabolism time into fixed‐size ticks rather than using the full accumulator. Always passing exactly metabolismtick to RunMetabolism and DoMetabolismDamage, and preserving any remainder for the next frame, ensuring metabolism advances in uniform intervals.
3 Hours Ago
Update the DebugLuxel with actual vertex color support
3 Hours Ago
Truncate killfeed names to 512 bytes to prevent overflows Lets try registering private animation events as client events too Removing more unused convars mp_autocrosshair, mp_allowspectators, mp_friendlyfire, mp_fadetoblack Removing more unused convars mp_chattime, mp_waitingforplayers_time, mp_waitingforplayers_restart, mp_waitingforplayers_cancel, mp_clan_readyrestart, mp_clan_ready_signal, mp_readyrestart, mp_ready_signal Remove more unused convars mp_forcerespawn, mp_fraglimit Speculative improvements for >2GB file support Reject empty or near empty .gma files More improvements to file support for >2GB Fixed crashes with point_worldtext for good Do not try to run HTTP requests with invalid URLs Fix OSX not building Run PlayerBindPress for unbound keys too The binding will be an empty string. This is consistent with the pre-existing behavior of the hook running after running "unbind <key>" even though the key is technically no longer bound. Update misleading message "Can't save unknown type" Update "Field %s is using the wrong FIELD_ type" warning Test for unclosed Lua ISave/IRestore blocks Add internal note about 64bit engine save warning Saverestore Lua lib: Close started block on early return Not sure if this is the correct approach, so also prints an error if it is hit.
3 Hours Ago
Fixed DebugLuxels not accepting vertex color in Hammer More colors for Lightmap Grid in Hammer red for under 8, green for above 63 Fix GetAimVector clientside for non local players in vehicles being wrong Restore functionality of m_filter Minor cleanups for particles Minor compile warning fixes Minor bootil cleanups, remove bootil's HTTP stuff since we dont use it Minor warning fixes Remove CTakeDamageInfo.m_iDamageStats (unused) When dealing physics stress damage on characters, apply inflictor Will try to set the inflictor/attacker to something more useful than "World". In case of multiple props, it will be the first one. Added commented out Entity.GetConstraintParams it works, but most values are garbage or not that useful, so I am not sure how useful this actually would be. More compile warning fixes Minor cleanups Fixed crashes to do with particle loading There will be a console warning when an invalid particle is loaded. Invalid particles will be ignored. Fixed UTF-8 characters in console cmd name appearing as ? Fixed crashes with point_worldtext Fixed crashes with PCFs using ELEMENT_INDEX_EXTERNAL Affected particle systems will not be able to load. Remove unused convars joy_yawsensitivity_default joy_pitchsensitivity_default option_duck_method_default sv_stickysprint_default Added sql.QueryTyped Update RPG Launcher model Added a few new sequences to map to view model activities, fixing the muzzle flash when drawing the weapon or when player shoots it Added Color:Copy method (Community Contribution)
3 Hours Ago
Removing more unused convars cl_burninggibs, r_propsmaxdist cl_first_person_uses_world_model - does nothing mat_max_worldmesh_vertices - no noticeable effect Removing more unused convars showparticlecounts, cl_team, cl_class Remove cl_SetupAllBones It was functional, but seems to be some sort of leftover hack which is disabled by default anyway Removed cl_forcepreload It is gone in newer versions of the engine anyway. It's functionality CAN be replicated via `-preload` launch param for whatever reason. Added player.GetCountConnecting
3 Hours Ago
Can't open the console while rebinding keys
3 Hours Ago
Skin modal fixes, working add to cart button Cart price texts
3 Hours Ago
Abyss Containers - Cinematic textures and materials for both containers
4 Hours Ago
syncvar_improvements -> main
4 Hours Ago
Abyss Containers - Adjusted sockets position on the horizontal version
4 Hours Ago
M15 Pistol - Adjusted iron sights, size, and attachment positions
5 Hours Ago
Use deferred reading mode Brings weaving time down to 2.15~ on average
5 Hours Ago
More creation calculations
5 Hours Ago
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5 Hours Ago
Abyss Containers - Tweaked item, prefab, added icon, corpse, gibs and sounds
5 Hours Ago
Fixed feature skin cart button
5 Hours Ago
Flex grid is now a real grid, can support elements with higher Y size Merged some grids in the limited and general store tab Limited store can now have a featured item (picked randomly for now)
6 Hours Ago
- Fix scientist being stuck in search state (they were selecting the same search spot over and over again) - Fix scientist searching silly spots after losing sight of the player instead of in a sensible direction
6 Hours Ago
Improve SyncVar Weaver speed from 2.5~ to 2.2~ seconds Only include precompiled assembly paths Don't include the whole managed folder, just take Managed/UnityEngine and Managed/UnityEditor as depdency lists
6 Hours Ago
Update: move some of the validate logic back to DEV_BUILD only These routines do sanity checks, and for the last couple days of testing they haven't picked up anything. Tests: on Craggy in editor with UsePlayerUpdateJobs 1
Today
Clean: remove recently-added debugging logic Tests: none, trivial change
Today
Bugfix: safeguard against NRE induced kicked players in UsePlayerUpdateJobs - Added a couple warning comments If kick happens in the middle of player update loop, it would invalidate one of cached indexes and access a null. Tests: forced a disconnect mid processing, no NRE caught
Prevent slow-motion gibs for large structures destroyed in shallow water Previously, when a large object was destroyed in shallow water, we treated the entire object as submerged and set the gibs move in slow motion (simulating underwater behaviour). Now we sample a point higher up on the object to properly detect shallow water and skip underwater effects for gibs in that case.
Today
Fixed wire slack up and down binds in the options menu
Today
Wire slack up and down binds added to keys_default
Today
Merge from building_interaction
Today
Added BuildingBlock interactable check functions/calls. Override for boat blocks, only allowing building related interactions when the boat is editable.
Today
vmcamera updates based on feedback
Chippy arcade machine now shows health info
Today
trawler ship props progress
Today
tweaked storage adaptor positions slightly to avoid collision
Today
merge from main
Today
Merge from dlss4_update
Today
String light emission toggle when powered
Today
Testing whether the debug build of the DLSS plugin DLL acts differently to the release version
Today
Set instancing convar to editor only, remove hardcode instancing on in tutorial island
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Today
Removing obsolete materials, fixing repetition on plastic float cubes, enabling GPU instancing on materials
Today
Temporarily disable friendly fire on scientists until we improve shooting logic
Today
Reduce search radius
Today
- Fix oilrig being considered in water by scientists - Allow reacting to noises not necessarily coming from the current target when investigating - Prevent pathfinding spam if hearing lots of noises eg AK full auto (could have caused perf spike) - Fix enemy being marked as visible when just heard or when hit by a bullet
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Due to the way different languages work I'm unable to just insert the terminology into the phrase, would require full duplicate phrases of every new respawn type. Unsustainable, so replacing all instances of 'bed' with 'spawn point' in every instance.
Improve spawn point notifications to use correct terminology and refer to the correct bag type. Previously all messages referred to “bags” (e.g. “assigned a bag” or “You are now at X/Y bags”), even when the player was using a bed, towel, or camper seat. Now: • Limit reached and limit update messages use “spawn points” instead of “bags” • The “assigned” toast now inserts the actual respawn type (bag, bed, towel, or camper seat) rather than always saying “bag”