127,451 Commits over 4,201 Days - 1.26cph!

11 Minutes Ago
merge from naval_update/deep_sea
12 Minutes Ago
Re-applied 132706 after merge
15 Minutes Ago
merge from naval_update
19 Minutes Ago
Deep sea generation tweaks and improvements
1 Hour Ago
Add correct components to rear turret Standing mounted turret seat setup
1 Hour Ago
Mounted Turret Seat now supports multiple turrets on the same vehicle Initial rear turret setup
1 Hour Ago
Merge from deep_sea
1 Hour Ago
shield improvements
1 Hour Ago
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merge from main
2 Hours Ago
Setup right entities Setup prefab variants
3 Hours Ago
Add favourite paths to the file dialog
3 Hours Ago
naval_update -> gun_turret (missed files)
3 Hours Ago
naval_update -> gun_turret
3 Hours Ago
Add /copypaste/ and /demos/ to shared ignore.conf file
3 Hours Ago
Fixed flashlight trying to use invalid VM attachments
3 Hours Ago
Filled itemname on both charity plushies steam item
3 Hours Ago
Added charity plushies to the skin viewer
3 Hours Ago
fixed nightlight being too blue and dark
4 Hours Ago
4 Hours Ago
Fixed flashlight trying to use invalid VM attachments Add sv_nomap_timeout * Closes a dedicated server if it is running without a map for given amount of seconds. Defaults to 0 (do not close the server at all) * Also added a console message telling the user to load a map with the map console command Fixed spam about "as if it were a variable" on GUI srcds Init 3rd person camera on map load as well as shutdown Implement support for $reflect2dskybox for Water shader Restore the hack for static prop fades for CS:GO maps Not sure why it was removed, I guess we will find out eventually if it causes issues. Fixed a typo in "Save file appear to be invalid!" Added $reflect3dskybox Disabled for all water by default, but can be used to enable 3D skybox reflections in water. r_3dskyinreflection can be used to force disable this for all water Make construct water reflect 3D skybox
4 Hours Ago
pumpkin basket entity - Added offsets to make it work with basket anims due to difference in model size and pivot
4 Hours Ago
set up wire and hose entities, removed duplicate override controller
5 Hours Ago
Update: AnalyticsUploader - combine AzureBulkJsonUploader and AzureBulkCSVUploader into BulkAccumulator - this also allows to combine the 2 uploaders into 1 This enabled aligning EventRecord serialization with current system. I think this is the last change to the code, next up will updating user code and testing in "real world". Tests: ran unit tests
5 Hours Ago
setting up vm rpg skin
5 Hours Ago
corrected deep sea shore vector positioning and how we copy the data into the current deep sea shorevectors map - something is still broken with the data, but the map matches the deep sea bounds size and aligns with island positions properly now
5 Hours Ago
Casino upper floor dressing progress Fixed roof_flat_300x300_b Plywood variant for bar tables
6 Hours Ago
Update: AnalyticsTable - bring back useJsonDataObject support Tests: ran unit tests
6 Hours Ago
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Today
Continued work to floating city 3 (still WIP) - floating walkway set dressing
Today
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Today
Enabled Frame Timing Stats within the Player settings as this is required for gathering GPU timings in release builds
Today
Compile fix
Today
merge from main
Today
Fix error when build happens before navmesh is initialized
Today
Adding 50 cal right rig
Today
Added GPU frame timings to the performance logging
Today
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Today
Have DecayEntities affect navmesh at runtime when spawned and destroyed by default (remaining todo exclude IOEntity, AnimatedBuildingBlock, BaseTrap, etc)
Today
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Today
created skins folder in rocket launcher folder, temp set up rpg as a spawnable weapon
Today
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Today
Boat building station is no longer a StorageContainer as it was never needed. Set Clear Area menu item to always be the lowest priority so it never appears as the default.
Today
Tests: add all Analytics Uploader tests - Covers ClientFPUploader, ServerFPUploader, AzureBulkJsonUploader, AzureBulkCSVUploader with multithread data generation - Specialized editor logging for each uploader, as it doesn't make sense to emit compressed goup ClientFPUploader will need internet connection as it relies on steam Tests: ran unit tests
Today
zero'd transforms in bandage entity