134,402 Commits over 4,293 Days - 1.30cph!

1 Hour Ago
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1 Hour Ago
Optim: reduce branching in BaseEntity.HasEntityInParents Saves a tiny amount (60micros for 600 checks), but the change is relatively trivial and is used in a bunch of places Tests: spawned 100 boats with 3 sleepers
1 Hour Ago
Fixed slightly floating crate on docks
2 Hours Ago
Fixed z-flickering under casino stairs Another attempt at fixing disco ball flashing Scene2prefab
2 Hours Ago
merge from main -> fix_foundation_clipping_rocks
3 Hours Ago
Add god rock & anvil rock on the separate island on craggy for testing purposes
3 Hours Ago
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3 Hours Ago
travelling_vendor_spawn_prechecks -> main
3 Hours Ago
Don't try to spawn a Travelling Vendor if the map isn't big enough to start with
4 Hours Ago
Hooked up missing canvas materials
4 Hours Ago
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4 Hours Ago
codegen
4 Hours Ago
Optim: TriggreParent.TickMode 1 - batch swimming checks 100 boats now take 1.6ms max (down from previous 2.1ms, -24%) vs 3.1ms (-49%) of TickMode 0. Tests: built a boat, sank it by shooting, got unparented
4 Hours Ago
Update ambient_generic radius description in Hammer Remove status trying to use non existent convars Update Bootil's ZLib (Just testing if it will build on Linux)
4 Hours Ago
Merge from main. Bump displayingBoxStorage to 222 to fix protobuf conflict.
4 Hours Ago
merge from main
5 Hours Ago
sign_painting_ui_escape -> main
6 Hours Ago
Corpse setup for explosives component box. Updated bounds, collision + tested both scrap and explosives. Updated manifest.
6 Hours Ago
Pressing escape will now save and close the sign painting dialogue (it only saved before)
autoturret_improvements -> main
Fixed offline tick (turret pointing up) being overriden on the client by the idle tick Ensure loaded turrets respect their client orientation properly
Today
Update: expose StableObjectCache internal T[] - had to introduce approx equals to WaterInfo as unit tests were failing (why now?) - consolidated common logic to fix missing shoreline check in batched version (we need unit tests as part of builds) Need it to simplify code around water factor batching Tests: unit tests
Today
fixed a floating junkpile in excavator_yaw prefab excavator S2P
Today
Remove RTVoice again
Today
Corpse setup for scrap component box
main -> autoturret_improvements
Today
Some deep sea cleanup and pool leak fixes
Today
Merge from naval_update
Today
Fixed NRE when no results are loaded Fixed Clear Result button not working Load default test list path by default
Today
Fix player models continuing to play animations in demos when paused.
Today
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Today
Map marker edit UI now appears above fog of war
Today
Merge from naval_update
Today
Merge from main
Today
Use min and max for coarse terrain height shadow culling and re-enabled camera and shadowing culling.
Today
Merge from main
Today
Inventory null check in Mailbox
Today
Fixed not being able to switch to softcore on craggy island Don't drop softcore corpses if the deployable is on a player boat
Today
Only calculate position and scale once in ImpostorBatching
Today
rebase on main
Today
Hooked up missing Impostor component and fixed incorrect LOD4 material on: palm_tree_tropical_small_a palm_tree_tropical_med_b palm_tree_small_a palm_tree_small_b S2P all tropical islands
Today
Small engine now switches to a non shadow casting static mesh at LOD 3+4
Today
Added a boat building player inventory loadout Fixed being able to place engines and small ramps in prevent building volumes Removed some client allocations in RepairCostIndicator
Today
Merge from main
Yesterday
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