224,257 Commits over 3,684 Days - 2.54cph!

5 Minutes Ago
scaled down heads a lot, started on some lighting presets
13 Minutes Ago
Make Component.Reset() reset its PropertyAttribute marked properties
38 Minutes Ago
packaged food texture fix and asset party setup
43 Minutes Ago
UI Prefab update
52 Minutes Ago
Added new overlay type and prefab for hood. Item.
1 Hour Ago
Return old studio lighting scene
1 Hour Ago
merge from sks (Sar skin for nomad hazmat pack)
1 Hour Ago
merge from external_holdtobuild
1 Hour Ago
merge from launch_site_puzzle_loot_fix
2 Hours Ago
New branch, merging prisonerhood (3 years old) to main instead of updating a 3 year old branch.
3 Hours Ago
RPC filtering API change
3 Hours Ago
Setup for weaponracks
4 Hours Ago
Fixed crates spawning inside LS elite spawns on puzzle reset
4 Hours Ago
merge from industrial_conveyor_quickmove
4 Hours Ago
merge from cargo_double_dock
4 Hours Ago
merge from mission_improvements_may_24
4 Hours Ago
merge from material_reserialize_may_24
5 Hours Ago
Leaderboard backup, run #11394
6 Hours Ago
Today
Improve ServerUse for weapons with >0 thickness. Previously a sphercast would find all hits along the bullet's travel, and then hit the first valid solid object. But imagine a theoretical bullet with e.g. 20m thickness, hitting the ground in the middle of a crowd of players. That bullet hits the ground first, so that's considered the canonical hit, and no players take damage at all. In this updated version, we only exit once we've done damage to something that can actually take damage, otherwise we keep looking through all the hits. Since this means we might now find valid hits behind solid static objects, we now also check for visibility of the hit.
Today
Minor edit, don't need a separate method here
Today
Added a backup generic hit pos so the attack heli rockets crosshair doesn't ever have to reset confusingly to the center of the UI
Today
Fix compile error from title being changed to titlePhrase
Today
Added a slight level of movement forgiveness when placing external walls, placing should now be possible while perched on something (where for all intents and purposes you're standing still but you might be moving an imperceivable amount per frame) Short Ice Wall now takes 3 seconds to place
Today
Get rid of most of the unused commented code
Today
Merge from main -> qol_auth_friends_tc
Today
Merge from main
Today
Fixed cargo ship not remembering which harbor it was docking at if the server was saved mid-dock
Today
Fixed the quick move conveyor path leaving 0 quantity items behind when moving items These get cleaned up every second in the item heartbeat but we need it to be faster because electrical furnaces have limited space and the 0 quantity items were making the conveyor think it was full and shut down
Today
Merge from main
Today
Reserialize all materials (1083 changes)
Today
Merge from main
Today
Meta deletes
Today
Meta updates
Today
Merge from main
Today
S2P fishing_village_c
Today
Slight styling changes
Today
Merge from main
Today
Merge from cui_scrollablecontainers_54
Today
Fixed typo in horizontal scrollbar json read
Today
Merge from main
Today
Fix typo, not meant to pass high precision offset to fog, just direct position https://i.imgur.com/EGNuSTA.png
Today
Remove references to texture cube arrays Remove all CPU path for envmaps, bindings, fingerprinting, etc, should've removed 3 years ago but now we're ready for it
Today
Bindless cubemaps!
Today
Shadow Cache + Time Sliced Shadows (#1535)
Today
Print actual lightdesc for shadow map on debug markers, cleanup
Today
Readd shadow volume culling, CDrawShadowMapsForLightParams has all frusta inside itself, no need for multiple
Today
Readd shadow volume culling, CDrawShadowMapsForLightParams has all frusta inside itself, no need for multiple
Today
Remove all atlas downsampling bullshit, not even being used Backport shadowcache from CS2 Backport more shadowcache code from cs2, start adapting lightbinner for new layout Remove ConsiderLight and LightEntry, they're bullshit now and overcomplicated, used to figure out which lights had priority but not needed anymore, data flow is leaner now Time sliced shadows + shadow caching Remove shadow template views, doesn't make sense to have this code duplicated and makes it harder to work with it, I don't think we use those HLVR constants the code mentions, and if we do it should just be on the standard pipeline Vulkan: Fix ClearImpl not respecting layer viewports smaller than the screen, and instead just clearing everything with a fast renderpass, this caused issues when we want to just clear a small rect lb_time_sliced_shadows, fix directional lights not showing up, clear each rect when wanting to draw rather than having a complicated shadow atlas clear system Make CSM to be re-rendered for each view since they are view-dependent, but we can keep the same tiles we reserved Static vs. Dynamic object rendering for FindOrCreateShadowMapsForLight Fuck off with subrect clearing on shadowcache, we do it much simpler on draw now which is guaranteed to be clean, our goal is to go bindless too so it doesnt even apply Pass per view lighting constants to shadow, transition barriers to fog Fix file move on vpc for shadowmap_texturebarrier_renderer.h
Today
merge from electricity_power_fixes/2/doorcontroller