139,011 Commits over 4,474 Days - 1.29cph!

20 Minutes Ago
Merge from main/PlayerMaintainedMonuments/powergrid
22 Minutes Ago
Put more effort into finding spawn positions for all monuments with the highest priority
42 Minutes Ago
update prefab in scene, + airfield S2P
45 Minutes Ago
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
45 Minutes Ago
More cleaning
3 Hours Ago
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
1 Hour Ago
Setup localization for all static text
1 Hour Ago
texture update
1 Hour Ago
rock sculpture cleanup, updated model and materials, fixed scale issue. still needs lods and gibs and larger rock block
1 Hour Ago
Merge from cleani(u)p
1 Hour Ago
Couple null changes
1 Hour Ago
Fixed null check knackering markers
2 Hours Ago
merge from hackweek_sv_pie_menu
2 Hours Ago
No longer allow opening custom pie menus if the inventory is already open
3 Hours Ago
Major cleanup of all UI code
3 Hours Ago
merge from main
3 Hours Ago
wooden loot crate 1 refresh model in, textures in WIP
4 Hours Ago
Last weaks
4 Hours Ago
merge from demos_shadow_fix
4 Hours Ago
Phrases
4 Hours Ago
merge from catapult_reloadtime_nerf
4 Hours Ago
Catapult reload time increased to 6 seconds (was 3)
4 Hours Ago
yup, more fixes
4 Hours Ago
Fix for some shadows not working correctly in demos
4 Hours Ago
More fixes & tweaks
4 Hours Ago
Merge from PlayerMaintainedMonuments/gas_station_car_lift_sounds
4 Hours Ago
car lift sounds :car: :elevator:
5 Hours Ago
More fixes
5 Hours Ago
Fix
5 Hours Ago
control screen mostly done
6 Hours Ago
Fuel / fuel block tweaks
6 Hours Ago
merge from PlayerMaintainedMonuments
6 Hours Ago
merge from gas_station_maintainables
6 Hours Ago
new hit guide fixes - changed depth texture used - small negative scale offset to stop flash of z-fighting on single carve - reduced line distance so it's more consistent with small carve radius - turned off old ripples
6 Hours Ago
Control screen wip
6 Hours Ago
fix car being killed when driving onto ramp adjust carlift health, re-apply immortal protection properties
6 Hours Ago
Setup powerline pole ladder visual to only appear on climbable poles
6 Hours Ago
Rewrite Newtonsoft JSON converts to not use JSON.LINQ (which is what they did in Newtonsoft 8.0.0) - tests pass
Today
merge from PlayerMaintainedMonuments
Today
merge from water_treatment_plant_maintainables
Today
Merge from PlayerMaintainedMonuments
Today
Control screen WIP
Codegen
Today
Update: reimpleemnt whole of CoreCLR's ConcurrentQueue (same as in shipped mscorlib) - added extra telemetry to track segment alloc/retire, general tries, gc activity This time didn't rip out the segment growing logic, and looks like if it safely fits in one segment, it can be consistently used. Going to confirm if extra large segment is enough, then it'll be a viable candidate Tests: ran unit tests and AllocDeallocMTShortLived(32,False) perf test
Today
revert terrain anchors, was causing no pipes to be spawned
Testlist
Today
New automated test for animation events using DoEffect that point to prefabs that don't exist finds 27 cases, will need to figure out what to do with them
Merge from main
Today
add more terrain anchors to accomodate new model terrain