137,310 Commits over 4,324 Days - 1.32cph!

Just Now
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Just Now
Added layer to the scene for props testing
4 Minutes Ago
update server to 635cbaf/2022.3.41x1 - potential 64k collider limit crash fix, client will still spew old limit warning/error though
10 Minutes Ago
- updated decor plants' LODs, added colliders - added mesh colliders to plant containers - fixed cacti colliders' import scale - monstera XS billboard setup
14 Minutes Ago
Fix airdrops not becoming lootable when landing on playerboats
24 Minutes Ago
Some new nodes and optims wip
25 Minutes Ago
Fixed UIDeepSeaPortalMarker NRE
26 Minutes Ago
Increased the default interval in between each entity spawn when the deep sea is opening Added deepsea.entities_spawninterval and deepsea.spawngroups_spawninterval convars
1 Hour Ago
merge from main
1 Hour Ago
Added deployed sfx when placing a windturbine
2 Hours Ago
Fixed drone deploy guide to face the correct way when clear to place.
Rin
5 Hours Ago
Merge from QA_Island_V2
Rin
5 Hours Ago
Attempt to fix startup NRE
Sucessfully cleaned and removed PlayerRigUpdate2 from hackweek_golf
Today
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Cherrypick from range 142973 -> 143247
Cherrypick 142957
Cherrypick 142943
Cherrypick 142938
Rin
Today
Merge from LNY26
Rin
Today
Fixed Horse Mask world model outlines
Today
Scene fix.
Today
Today
Various stuff. Splat backup.
Yesterday
Test for io arrow having a direction and handle name not being empty Finds 5 items with missing io arrows
Yesterday
Some optims on CollectInventory, needs more work later
Yesterday
Improved copy paste behaviour Cleanup
Yesterday
Optims: notify the computer when the data network changed and needs to be repolled, instead of polling every tick
2 Days Ago
Maintaining control of the flag awards clan score Flag shows the clan logo on it when being controlled by a clan
2 Days Ago
Booleans are using toggles instead of input fields Added debug convar, prints each node and connection state Cleanup and optims
2 Days Ago
Try to fix MacOS build error
2 Days Ago
Delete networked m_iPlayerSoundType and related stuff * Removed a bunch of HL2MP_Player methods that were unused or overwritten Delete unused networked value m_szLastPlaceName Deletes CBasePlayer::GetLastKnownPlaceName Remove unused CBasePlayer.m_fOnTarget networked property Removes CBasePlayer.ResetAutoaim, GetAutoaimScore, AutoaimDeflection, IsOnTarget Removes CBaseCombatWeapon::GetSpriteAutoaim, GetSpriteZoomedAutoaim Removes unused autoaim_max_deflect convar Delete CBasePlayer.m_szAnimExtension (unused) Deletes C_BasePlayer::SetAnimation, m_flPhysics, m_szAnimExtension, SetAnimationExtension Deletes hud_autoaim.cpp Deletes CBasePlayer.m_szAnimExtension, SetAnimation, SetAnimationExtension, SetWeaponAnimType, m_szAnimExtension Deletes CBaseCombatWeapon::GetAnimPrefix, last argument of CBaseCombatWeapon::DefaultDeploy More cleanups * Removed ent_autoaim concommand * View model vgui screens stuff * Remove CBaseCombatWeapon::GetBulletType, CBaseCombatWeapon::GetControlPanelInfo, CBaseCombatWeapon::GetControlPanelClassName, GetMaxAutoAimDeflection, WeaponAutoAimScale, ShouldShowControlPanels, IsInBadPosition, RepositionWeapon * Remvoed CBaseViewModel.SpawnControlPanels, DestroyControlPanels, SetControlPanelsActive, ShowControlPanells, m_sAnimationPrefix, m_hScreens Remove some unused NPC networking stuff Removes CAI_BaseNPC.StartPingEffect, m_flTimePingEffect, m_iSpeedModSpeed, m_iSpeedModRadius, m_bSpeedModActive ActivateSpeedModifier, DisableSpeedModifier, SetSpeedModRadius, SetSpeedModSpeed hammer inputs are removed. They never worked because the some client code for it is never compiled in any Source game.
3 Days Ago
Fix sorting order of base building blocks
3 Days Ago
Fix window blueprint skin assignment
3 Days Ago
Add blueprint skins for half wall, triangle foundation and triangle floor
3 Days Ago
Add skins to the respective source prefabs
3 Days Ago
Fix NPE client crash when game.Get3DSkyboxInfo is ran too soon Remove FCVAR_REPLICATED from hud_deathnotice_time * It's a clientside convar, the flag has no effect. Fix color mismatch between cl_ and sv_ showhitboxes cl_showhitboxes 2 to show ONLY player hitboxes
3 Days Ago
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3 Days Ago
Start on IO prefab tests Checking relevant prefabs for inputs/outputs/main power slot Checking handles are not too far from any collider
3 Days Ago
missing connection in tech tree, swapped some items around based on scrap cost
3 Days Ago
prefab setup (wip) for the uzi
3 Days Ago
Fix trailer having no wheel friction
3 Days Ago
Changed fillContainer to a raycast instead of a radius check so it'll fill whatever container you're looking at. Added a new command called fillContainerInRadius which does what fillContainer previously did.
3 Days Ago
Hooked up the missing path on utility tree, fixed MQ and HQ car parts being default BPs
3 Days Ago
V1 reorganising engineering tech tree contents. Removed low quality car parts from tech tree, now default BPs.
3 Days Ago
Bugfix: fix 21 incorrect calls to Pool.Free instead of Dispose Tests: compiled all modes in editor, built standalone C and S
3 Days Ago
Update: PoolAnalyzer - added detections for IProto.Dispose not being called and calling Pool.FreeUnsafe instead of Pool.Free - debug binary build from b189abf6 (moved to new repo) Reported a bunch of warnings, going through them separately Tests: unit tests + started unity
3 Days Ago
Biome stuff backup
3 Days Ago
merge from main
3 Days Ago
use standard shadowmaps to prevent leaking