138,299 Commits over 4,474 Days - 1.29cph!

Today
Update(tests): patch MiningQuarry - also bypass deposit spawning in unit tests Tests: TestMTSave(MiningQuarry) pass
Today
Update(tests): patch InvisibleVendingMachine Tests: TestMTSave(InvisibleVendingMachine) - fails on translation token
Today
Added skin viewer to premium tab
Today
Update(tests): bypass grid spawn in HexagonGridGenerator tests Tests: TestMTSave(HexagonGridGenerator) pass
Today
Update(tests): patch HeldBoomBox Tests: TestMTSave(HeldBoomBox) pass
Today
Update(tests): bypass reclaim manager spawn in GameModeSoftcore unit testing Tests: TestMTSave(GameModeSoftcore) pass
Today
Update(tests): patch BaseHuntEvent Tests: TestMTSave(EggHuntEvent) pass
Today
Update(tests): patch DynamicDungeon Tests: TestMTSave(DynamicDungeon)
Today
Update(tests): bypass createdObject spawning of DroppedItem in unit tests Tests: TestMTSave(DroppedItem) pass
Today
Update(tests): bypass self-destroy of DeepSeaManager if we're in unit testing mode Tests: TestMTSave(DeepSeaManager) pass
Today
Update(tests): patch BradleyAPC Tests: TestMTSave(BradleyAPC) pass
Today
Update(tests): patch BasicCar Tests: TestMTSave(BasicCar) pass
Today
Update(tests): patch BaseProjectile Tests: TestMTSave(BaseProjectile) pass
Today
Update(tests): patch BaseGameMode Tests: TestMTSave(BaseGameMode) pass
Today
Bugfix(editor): add NRE check for OnValidate of HeldEntity Tests: TestMTSave(BaseFishingRod) pass
Today
Added a patrolling state, cycles through some positions and changes walk speed every 10 seconds to demo different speeds
Today
Added some placeholder sparks and smoke to the fuel pumps when they are producing oil
Rin
Today
merge from hackweek_fuse_icon
Today
Fix holes depth target not being assigned for BRP Validation when adding or removing holes to prevent errors
Today
UX changes + polish (animations/highlights/better guides)
Today
Refactor demo controls styling into uss rather than just inline styling big chunks.
Apply the UpdatePlayerPosition/Rotation trick for less laggy transitions
Today
merge from main
Today
merge from shield anim subsystem
Today
merge from main
Better subsystem blending values
Today
Added a scene view gizmo showing the player model when a Generic Mountable Animation Sub System is selected Matches the existing mountable gizmo behaviour
Today
Nuke shield hand entity offset from all held items that had it, it's no longer used, shields just work.
- Play a viewmodel hit animation - After hitting the ball keep the player mounted for a few seconds so they can see the result of their shot
Today
Clean up old code/states
Stop pool mountable dragging you along with the cue ball once you shoot
Today
Create a new Player_LowerBody_RootPosition avatar mask, apply to bar stools
Actually put the 8 ball in the middle like real pool Cleaner game in progress/leave game logic - makes everything clearer
Today
Subtract 157099
Today
Fix alt looting from player corpse bags -> player inventory - fixes clothing alt looted from dropped item containers not being worn if you are already wearing clothing - fixes clothing that would be dropped if you have a full inventory by trying to force move the items into the corpse bag first (bypassing the "no item input" manually)
Start Singleplayer & Start Multiplayer pool game options - More complex setup for mp game, joining/leaving etc
Today
Correct values this time
Today
Buff to snow jacket cold and bite protection, now serves a bit more of a purpose in the arctic.
main -> game_room_dlc
Today
Added option (default disabled for now) to require active powerplant powergrid to powerup satellite control computer (in addition to tech trash)
Today
use new RRP/BRP grab pass subshaders for player pixelation
Today
Added tooltips to various elements (texts and close button) on cui.cui_test Updated cui.cui_test background image URL to use https
Today
Remove TEXTUREFLAGS_VERTEXTEXTURE when loading vtf from disk * This is breaking some textures on ToGL with certain file formats? Anyway, I don't think there any reason for this flag to be allowed when loading .vtf files from disk, it's an internal flag for render targets from what I can tell Fixed some math lib discrepancies on 64bit builds affecting networking * Inconsistent math between 32bit and 64bit client was causing 8bit networked floats to be decoded incorrectly, causing Vortigaunt beam effect to have lifespan of 0 instead of the intended 0.1
Today
merge from main
Today
merge from sv_console_history
Today
Added caret repositioning support (using left / right arrows) Use Ctrl to jump to the nearest space https://files.facepunch.com/raul/1b1311b1/13_22-33-GrownPortuguesemanofwar.mp4
Today
gamesroom jukebox - tidyup folder - full setup jukebox prefab with all the things - merged models to single mesh - removed redundant materials and old model
Today
merge from automated_testing
Today
only players in the game can reset the board, otherwise you must wait for idle endgame timer
Today
darts fixes - fix RPC_UpdateThrowTimer (pretty sure) - fix deploy bounds - fix collider not being representative - include mat in placement guide - remove rotate from placement - set health value - can only palce dartboard on construction - add ground watch - fix look rotation error spam - fix SpawnReticle NRE - fix outofrange exception in 2 player - remove "win game" placeholder effect that was causing crash - adjusted bounds of everything in the prefab