141,028 Commits over 4,352 Days - 1.35cph!

9 Days Ago
merge from main
9 Days Ago
merge from new_console-ui/loadouts
9 Days Ago
Save current loadout button: creates a new loadout using your current inventory
10 Days Ago
Clamp borders at corners of cells
10 Days Ago
Codegen
10 Days Ago
merge from new_console-ui
10 Days Ago
Terrain quality now effects terrain LOD global scale Clamp terrain cells to terrain borders In editor TerrainMeta will try and find terrainData if null
10 Days Ago
Merge from conveyor_min_fix
10 Days Ago
Remove asset labels from electric.waterwheel.guide.prefab as it was breaking tests generation
10 Days Ago
Fixed a case where conveyors would ignore the minimum field when transferring items if there were multiple filtered items being transferred Added a test for this case
10 Days Ago
Don't show the world version of an attachment if we're in first person (it was floating in the air)
10 Days Ago
Improved world space rotator, slowed down rotation lerp so we get a little bit of easing
10 Days Ago
Merge from main
10 Days Ago
Decent enough workflow pss for evaluation After editing a shot the shot is reopened and edit settings reset Overwrite the existing slot Fixes
10 Days Ago
First pass on recording new data into a track UI kinda functional
10 Days Ago
Add a few more preloaded error objects
10 Days Ago
- New error system - Can append errors together and update a total rather than spamming the same error repeatedly hiding everything else - Current max of 10 unique errors shown (always shows latest at top - Add convar to go back to the legacy error system (incase)
10 Days Ago
Merge from main
10 Days Ago
Codegen
10 Days Ago
Improve switching between terrain renderers in game for testing Remove terrain prefab from worldsetup Rename renderer to GeometryClipmapTerrain Fix compile error with server
10 Days Ago
Under the hood work to support muting and recording over specific demo shot tracks (eg. pos, rot, fov, etc)
10 Days Ago
Re-enable engine ui2
10 Days Ago
UI design for a new error display (replace the wall of red text with something a little cleaner)
10 Days Ago
fix up armored ladder hatch sound implementation
10 Days Ago
Collectables network range adjustment: berry-green-collectable 256m -> 128m berry-black-collectable 256m -> 128m berry-blue-collectable 256m -> 128m berry-white-collectable 256m -> 128m berry-yellow-collectable 256m -> 128m berry-red-collectable 256m -> 128m driftwood_1 256m -> 128m driftwood_2 256m -> 128m driftwood_3 256m -> 128m driftwood_4 256m -> 128m driftwood_5 256m -> 128m deadlog_a 256m -> 128m deadlog_b 256m -> 128m deadlog_c 256m -> 128m Loot-Barrel-1 256m -> 128m Loot-Barrel-2 256m -> 128m Corn-Collectable 256m -> 128m Orchid-Collectable 256m -> 128m Potato-Collectable 256m -> 128m Pumpkin-Collectable 256m -> 128m Rose-Collectable 256m -> 128m Sunflower-Collectable 256m -> 128m Wheat-Collectable 256m -> 128m Wood-Collectable 256m -> 128m Trash-Pile-1 256m -> 128m
10 Days Ago
Merge from armored_ladder_hatch
10 Days Ago
Cleanup
10 Days Ago
Created a tool + context menu button on all BaseEntities to print out LOD culling range. This is useful so I can accurately set network range settings for a bunch of entities. For some things theres point networking to 256 if i can only be seen up to 100m etc.
10 Days Ago
If an effect is going to be parented to a scaled bone, reparent the effect to the root object Fixes Look rotation errors when shooting scaled mesh colliders
10 Days Ago
imported and assigned sounds for the armored ladder hatch
10 Days Ago
snake 256m -> 128m
10 Days Ago
merge from waterwheel_deployable
10 Days Ago
manifest
10 Days Ago
crate_underwater_basic 256m -> 128m natural_beehive 256m -> 512m
10 Days Ago
grenade_molotov 256m -> 128m
10 Days Ago
orebonus_generic 256m -> 128m metal_detector_source 256m -> 128m treemarking 256m -> 128m treemarking_nospherecast 256m -> 128m debris_wall 256m -> 128m
10 Days Ago
Reduce exposed stash network distance from 258 -> 128 meters
10 Days Ago
Increase hot air balloon and hot air balloon armour networking distance from 256 -> 512 meters
10 Days Ago
Reduce network range to 128m on: IMPORTANT: - item_drop (leaving buoyant as it) (leaving backpack as is) DECOR/MISC: -Heavy Scientist Plushy -Hazmat Plushy -Pinata -Parachute Unpacked -Headbag -Fish Trophy -Wanted Poster -Confetti Cannon -Twitch Trophy
10 Days Ago
moer charm attachment points
10 Days Ago
Implement CHAR_DIRSTEREO Also fixed a potential issue with CAudioDeviceSDLAudio Iterate over duplicator positioning * Do not render preview in depth/skybox pass, do not adjust dupe spawn height which affects tall dupes Fixed GM:AdjustMouseSensitivity returning nil still affecting sensitivity * Invalid returns were acting as 0, but -1 was expected for "no action". Now non number returns are treated as -1 Remove more "test" console commands * drawcross, drawline, cast_ray, cast_hull, test_dispatcheffect Change buddha messages to be send to client console Remove hidden "killtarget" concommand Make base gamemode load spawnpoint list from the entity * So we have 1 dynamic list of spawnpoint entities we want Lua to register and use Added MC:V to mountable games list
10 Days Ago
Added door controller slots to the outside of the armored hatches
10 Days Ago
Expanded renderer bounds on the ladder hatch skinned meshes
10 Days Ago
Fixed pivot on Kiosk E decals
10 Days Ago
Decal work on Kiosk E
10 Days Ago
Backpack is always showing on the 7th slot Open folder button
10 Days Ago
WIP on fishing changes - Add overfishing: catching too many fish in a given area will overfish it, making only junk items come up on subsequent casts (many convars to come, it will be highly configurable do not worry) - Deepsea fishing has better results, low tier fish removed from the fishing loot pool
10 Days Ago
(potentially) Fix signage pooling issues.
10 Days Ago
Fix main menu manager start up error when running with main menu disabled.
10 Days Ago
Merge from main