130,786 Commits over 4,232 Days - 1.29cph!

Just Now
merge from main
6 Minutes Ago
cleanup
6 Minutes Ago
deployable easel
19 Minutes Ago
trying to make sense of shit code I wrote a year ago
23 Minutes Ago
edited 3p chainsaw harvesting anim and reset tranlation in its entity
47 Minutes Ago
Fix client compile error
53 Minutes Ago
atlas A textures and mat
53 Minutes Ago
merge from green_hazmat
57 Minutes Ago
merge from storepage_fixes
1 Hour Ago
Update: introduce BaseEntity.ServerNavMeshPos property and use it instead of the methods Incomplete work(need to expose transform matrices), will return after bugfixing Tests: none
1 Hour Ago
Fixed various lighting issues within the lit and deferred lighting shaders within RRP
1 Hour Ago
Merge from naval_update
1 Hour Ago
- NPC dialogue panel no longer appears clickable when clicking does nothing - Improvements for resetting some objective types, setup for the deep sea islands and floating city missions. Affected objectives will no longer appear as complete if you no longer meet their complete criteria - Add 'blockReset' to objective statuses. Used to block objectives from resetting themselves if they are auto completed by another objective - Moved mission point for floating city to be the a zeroed child transform of Casino Barge - Map markers now get updated immediately upon opening and closing map - Fix SpeakWith objective types showing pings outside of the tutorial - SpeakWithTargetNPC now properly updates the objective location - Objective ShouldShowOnMap now also checks if prerequisite objectives are met - Objectives now check if prerequisite objectives are met before marking themselves as started - Fix missions list in map sometimes not showing active missions - Fix rotation of map mission marker for the deep sea entrance portal - Cache update map markers delegate
1 Hour Ago
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1 Hour Ago
Fix call order when BBS dies, so FinishBuilding can actually work
1 Hour Ago
Try and finish building any boat before killing it.
1 Hour Ago
Destroy any boat construction when the platform gets destroyed
1 Hour Ago
Fixed store page footer canvas staying active when closed
2 Hours Ago
edited flashlight refresh anims
4 Hours Ago
merge from boat_building
4 Hours Ago
Merge from parent
4 Hours Ago
removed batching scripts from cargoship prefab
5 Hours Ago
subtract 136367
Today
Add graphics.useDetailedRendererBatchCullingCheck convar to test new behaviour, defaults to true Would need to relog to see the difference
Today
Allow MeshLOD and RendererLOD components to use the occlusion culling system if they have a RendererBatch component but the RendererBatch won't work (eg. not marked r/w, too many tries, etc.) When standing at the edge of trainyard or outpost and looking directly at a wall (when you would expect the majority of assets to cull) this seems to cull a huge amount of renderers Compound goes from 4.4m tris and 1347 SetPass calls to 2.2m tris and 829 SetPass calls Trainyard goes from 5.5m tris and 1538 SetPass calls to 1.8m tris and 726 SetPass calls MeshCull seems to be working correctly on paper but still seems to be rendering when I would expect it to be culled, so there may be more gains to be had here
Today
Apply some array bounds checks to ProcessCallbacks, trying to track down a rare NRE
Today
Fixed an exception when toggling occlusion culling in the experimental settings menu while in-game
turret_head_animations -> naval_update
- Fixed muzzle flash playing at the wrong location (still bugged on front turret?) - Add model scripts to the top most parent of each of the 50cal entities - Remove any clientside angle smoothing - bad idea (causing minor stutters) - Deleted unused head anims folder
Dont bother with the snapshot update - we dont need it. Handle it in SV_ReloadStart instead
Yaw needs to be set as well due to where our animation starts
Actually set the pitch values to prevent them trying to continue where they left off
- Save client predicted weapon rotation adjustments into the state circular buffer - Ensures this forced position update is classified as valid on the client, preventing reconcilliation Without this the turret was reconcilling at the end of a reload as the predicted rotation change wasnt saved as a valid state
Fix some causes of reconcilliation after a reload - Dont generate predicted states when reloading - Force update visual weapon rotation when reconcilling, dont just update internal values - Increase degree offset required for reoncilliation
Today
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Today
Remove test_effect and env_physwire * Useless entities that do nothing Remove trigger_cdaudio and target_cdaudio entities Remove env_particlefire (does nothing)
Today
Updated language files Make net_error thread_local Fixed crashes to do with vehicle driver NPCs Foxed a potential issue with CNPC_Osprey Remove non existent entities from the FGD * Weapon_Brickbat, env_rotorwash, references to weapon_beerbottle, test_sidelist, npc_crabsynth, env_terrainmorph
Today
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Today
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Today
atlas B - textures and material
naval_update -> turret_head_animations
Today
SoundDefinition can specify if a sound should stop when its parent is destroying instead of always finishing rpg7 viewmodel anim sounds stop on parent destroy
Today
merge from boat_building
scientist_boats_ai_improvements_3 -> naval_update
Some more tuning: - Reduce group cohesion a little (they were a bit too stuck into groups) - Can jump to a new macro target earlier (makes them less stubborn) - Increase how far out they need to be before they will begin pulling towards the centre - Greatly increase the applied centre force (they cant get out of moving to the centre as easily)
Reynolds wander isn't working very well for us - boats seem to bunch up on the same map edges Rewrote all of the boat wander state: - Now pick macro and micro directions - Macro is a fixed target point (within deepsea bounds or in random direction) - Micro is the same Reynolds stuff but done simpler - Combine them together for a bit of a better approach Boats now traverse around the whole of the deepsea bounds rather than sticking to an edge. Much cleaner and more reliable
Today
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Today
Gibs
Today
matrix display preview model added with initial textures to check visibility, added to display prefab
Today
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