130,934 Commits over 4,232 Days - 1.29cph!

35 Minutes Ago
Move non r/w meshes into the private content bundle for server builds, removing them from the build Saves 360mb of memory on a freshly booted server
1 Hour Ago
Merge from main
2 Hours Ago
Merge from main_merge_10_nov
2 Hours Ago
Protobuf, code gen, phrases
2 Hours Ago
Merge from main Fallback text merge on BaseEntity.Server and BasePlayer-Occlusion Stomp changes in generated files
3 Hours Ago
Compute heightmap into small height max map texture Separate terrain compute bounds into render bounds and camera bounds for shadow cull testing Consider shadow casting in terrain culling step using a raycast with max region height
3 Hours Ago
Merge from naval update
4 Hours Ago
First draft of a network profiler. Featuring: - Simple packet stats - Advanced stats (entity name, packet size, timestamp etc) - Filtering via timestamp, name, type, direction, realms - Per entity bandwidth usage, showing how much % of the bandwidth is taken up by what packets
5 Hours Ago
Fixed storage adaptors losing half of their passthrough power when using the industrial output slot
5 Hours Ago
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5 Hours Ago
compile error
5 Hours Ago
Store: - RPC inbound/outbound - SyncVar inbound/outbound - PackedSyncVar inbound/outbound - Effect inbound/outbound Missed some metrics here and there, but critically I've managed to grab the id its going to for each one
5 Hours Ago
Fix drawpuzzleresets not working with AIZ monuments (thanks Aron)
5 Hours Ago
Fallback to using the radiation reset zone as the bounds check for AIZ monuments if it's a rad monument Fixes arctic not resetting as it's reset bounds is way bigger than the monument and the resulting rad volume
5 Hours Ago
Setup data structures to store more detailed packet information, this will be stored and handled locally rather than being sent off for analytics. Data will be stored in a big ass circular buffer that we can then sort through to do the analytics. These include: - Basic data we stored before (byte size, type, etc) - Associated entity with the packet - Optional full packet data - Timestamp
6 Hours Ago
Merge from main
Today
Started adding descriptions to all the existing tests, + some cleanup
Today
CargoShip.UpdateMovement NRE fix
More NRE fixes - lods were swapping before seat ref was established
- Setup system to enable/disable leg animator on LOD - Setup on PT Boat Rear turrets so that the expensive leg animators will only be enabled when up close
Legs animator: - Re-eneable leg animator on pt boat walk around turrets - Allow foot gluing to work lower down under the foot position, this combats the higher waves Tested the static and regular ballista on a few terrain types. Responded fine to the changes.
Yesterday
Hat light improvements and optimizations.
Yesterday
Birthday cake candle flame always points up and reacts to movement. The game is good now.
Yesterday
Comments and cleanup
2 Days Ago
Fix parented static occlusion optimization not working when coming back into network range - moved setting dynamic / static occlusion after the parent is set instead of before - ensures static occlusion grabs the correct position from parent
2 Days Ago
Support custom colours for balloon particle pop FX
2 Days Ago
Paintball Gun - Viewmodel, ammo model, bake
2 Days Ago
balloon pack steam item and hooked up item definitions to unlock
2 Days Ago
Ship dock_broken01a.mdl with fixed physics * No more bits sticking out Fixed StudioMDL crashing when creating folders for the model Fixed utilityconnecter006b/d.mdl physics Fixed certain NPCS constantly lowering their weapons after each burst Mossman/Kleiner/Breen/Eli
2 Days Ago
turret_head_animations -> naval_update
2 Days Ago
Another compile fix
2 Days Ago
Fixed compile errors
2 Days Ago
removed anim events sfx from m4 shotgun idle anim
2 Days Ago
turret_head_animations -> naval_update
2 Days Ago
Stop the reload animations of a turret if you hop off
2 Days Ago
3p smg anims updated with corect spine position
2 Days Ago
Fix some issues with my one shot cancellation
2 Days Ago
Stop current player one shot if mounting or dismounting
2 Days Ago
Made front turret way smoother to look around with
2 Days Ago
3p boat steering tests - added Steering_Boat mountpose enum - added placeholder player sitting pose - added steering anim to player animator - set steering deployable to use pose, updated mount position
2 Days Ago
Rear turret eye adjustment to remove clipping
2 Days Ago
3p bolt rifle anims updated so finger does not clip through the gun
3 Days Ago
Fix NPCs being unable to shoot the Alyx Gun Fixed some unfortunate regressions with vehicles Ship light_cagelight01_off.mdl with fixed physics Ship fixed physics for windmill_blade004b.mdl
3 Days Ago
Fix NPCs being unable to shoot the Alyx Gun Fixed some unfortunate regressions with vehicles Ship light_cagelight01_off.mdl with fixed physics Ship fixed physics for windmill_blade004b.mdl
3 Days Ago
set up wind stings and general improvements on the ambience volumes and triggerers
3 Days Ago
naval_update -> turret_head_animations
3 Days Ago
Disable burst compile on InvalidateRaycastHits to fix nametag visibility bugs with terrain/water.
3 Days Ago
Added multi-line support for balloon text editing
3 Days Ago
moved some vertex processing into multi-threaded generation