125,563 Commits over 4,171 Days - 1.25cph!

10 Months Ago
Catapult projectiles cleanup
10 Months Ago
Added new ballista bolt items
10 Months Ago
Compile fix
10 Months Ago
ice sculpture pedestal gibs first pass
10 Months Ago
re-baked construction guide mesh
10 Months Ago
Layer exclusions when upgrading
10 Months Ago
update deployment bounds
10 Months Ago
mesh collision for ice sculpture pedestal
10 Months Ago
merge from main
10 Months Ago
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10 Months Ago
Update: Executing deferred command and waiting for it's execution - also fixed the deferred command not being executed because it's missing the prefix (this took weirdly long to spot) Using it to pass control for the actual testing top the game assembly Tests: Ran LoadProcTest, it passed
10 Months Ago
lods and meshlod setup
10 Months Ago
mini crossbow viewmodel animations updated
10 Months Ago
Increase stone wall player deploy volume area to include collision area. Set time placed.
10 Months Ago
- Wrote a script to resolve duplicate bone names by appending digits - Removed the vast majority of duplicate bone warnings on siege tower (rest will need looked at after art pass)
10 Months Ago
- Fixed door NRE still happening sometimes - Changed my stupid OnChildAdded override
10 Months Ago
Siege tower prefabs
10 Months Ago
Fixed siege tower drawbridges replication Fixed SiegeTowerDoor NRE Manifest
10 Months Ago
merge from main
10 Months Ago
Disallow sending voice packets unless fully connected Try to mitigate server reconnect spam Also reset owner SteamID in more places don't throttle loopback connections Minor code cleanups
10 Months Ago
Initial setup
10 Months Ago
added GameTip for additional sculpting controls
10 Months Ago
able to switch tool into a smoothing mode with shift+rmb to smooth out the sculpture (desturctively) - hit guide changes colour and taost appears with current state - fixed issue where blurring was setting boundary values to true and causing holes to appear in the mesh
10 Months Ago
Added a detail layer property section to each of the blend shaders
10 Months Ago
Waterlogged methods cleanup Tweaked ballista waterlogged point
10 Months Ago
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10 Months Ago
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10 Months Ago
Hackfix: skip bootstrap smoke test at the start - Key here is skipping error logs, since they trigger test failures. Right now we build this weird mutant executable, and it tries to run server-side smoke test despite being on client. It emits an error, that we can't suppress that early, and which tips over the tests. I'll need to fix this properly once I got better build pipeline control. Tests: ran LoadProcTest - it passed (though it's mostly a dummy test)
10 Months Ago
- Removed doubled stats prefab - More logging - Setup feed object parent
10 Months Ago
Added placeholder damaget to battering ram mats. Added damage script to entity. Added glass decals back.
10 Months Ago
enabled damage layer on all siege tower materials with detailLayer
10 Months Ago
Buildfix: added missing namespace qualifier Tests: none, trivial change
10 Months Ago
Stop NRE on clearing feed
10 Months Ago
Get admin panel stats instance properly
10 Months Ago
adding damaged materials for the ram shell
10 Months Ago
Bugfix: resolve location of asset bundles when running standalone perf test - Also symlinking server bundles instead of client, for now Tests: ran the LoadProcTest, no more logs of failing to open bundles
10 Months Ago
ram bucket texture upres - 1k feels a tad lowres for a focal point object
10 Months Ago
fixed incorrect material definition on battering ram rear door LOD2
10 Months Ago
merge from creativemode_io_text
10 Months Ago
Only show the creative mode text when a pending wire is active
10 Months Ago
added ability to alter carve radius while carving with shift+scroll (can also use the convar directly) for quicker large changes and finer control
10 Months Ago
icreased grid resolution further
10 Months Ago
Added a creative mode text in the IO hud UI when wiring stuff with creativemode.unlimitedio enabled
10 Months Ago
Added placeholder damage and damage script to catapult
10 Months Ago
Merge: from main Tests: none (big merge, going to fix any issues in follow up commits)
10 Months Ago
Bunch of compile fixes
10 Months Ago
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10 Months Ago
merge from teslacoil_tweaks
10 Months Ago
Reduced tesla coil power usage by increasing their damage so they need less power to kill (35 power -> 25 power)
10 Months Ago
merge from main