130,834 Commits over 4,232 Days - 1.29cph!

Just Now
Made poolable.
6 Minutes Ago
Gib prefabs. Tintable. Related files & filename org.
53 Minutes Ago
Added HMLMG to the skin viewer
1 Hour Ago
Fixed back button not closing store pages
1 Hour Ago
Change VPROF name for GetPathTime Make metrocops draw other types of pistols as well Fixed Combine Soldiers not walking/running with pistols/RPG Improve Metrocop behavior with the RPG * No longer tries to chase the player, go back to safe distance loop, etc. Combine Soldiers can walk/run with no weapon or melee weapons Breen acts like a combine when using weapons, instead of doing nothing Improve Hammer particle browser * No more random numbers in Used count, no more 13FPS, better layout, no more black background Revert "Do not rebuild node graph for workshop maps"
1 Hour Ago
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1 Hour Ago
merge from multidrop_nre_fix
1 Hour Ago
SocketMod_Anchor now checks VehicleLarge during deployment
1 Hour Ago
More anchor and sail fixes
1 Hour Ago
Anchor and sail fixes
2 Hours Ago
Wrap the whole menu init sequence in a try/catch
2 Hours Ago
Stop a null drop NRE bricking the whole Bootstrap sequence
2 Hours Ago
Convert remaining blocks to vehicle large
3 Hours Ago
3 Hours Ago
More IO prefabs allowed on Vehicle Large layer
3 Hours Ago
volume changes on floating city sounds
3 Hours Ago
Update: Adopt Scientist2FSM to be aware of ghostship navmesh Need to double check aiming logic (sometiems they aim at the sky), and investigate how initial on-navmesh spawning is done. Also need to convert variant FSMs Tests: spawned ship navmesh offset and with a rotation. Ran around into different areas of the ship and rooms - they pursued
3 Hours Ago
Remade solar panel collider using primitives
4 Hours Ago
Set most IO prefabs as deployable on vehicle large layer
4 Hours Ago
matrix textures & updated box prefab with example matrix model
4 Hours Ago
Tweaked the medium battery mesh collider so it can be convex
4 Hours Ago
Very initial work for testing using VehicleLarge as the only/default layer for boats and their construction, to reduce the need to switch.
4 Hours Ago
Started working on supporting IO on boats, wires and IO handles are now parented to their IO entity Wire reconnection messages are sending local pos
5 Hours Ago
ambience sounds added to every barge and walkway on the floating cities
5 Hours Ago
merge from main
5 Hours Ago
First initial test for explosives component box
5 Hours Ago
- Apply root motion (not needed but helps rule things out) - Setup correct reload time on the front turrets
5 Hours Ago
Reorient the front point pivot
5 Hours Ago
Steering wheel prefab cleanup
5 Hours Ago
reduced triangles->vertices/indices processing by roughly half by making Triangles/EdgeKeys readonly struct and only calculating the hash once on creation, done in parallel when they're created and reduces the overhead in the single-thread processing stage
5 Hours Ago
Fixed position offset on the front turret
6 Hours Ago
- Fixed scuffed clamping on the front turret seat - Use tickrate for lerping (cant use deltatime since im predicting)
Today
improved triangles->indices generation performance a bit, mainly trying to make it somewhat readable
Today
edited eoka pose and python deploy anims and reduced eoka idle clip range so the anim loops correctly
Today
merge from boat_building
Today
Fixed realm removes after object rework
Today
Split netting visuals and collision into separate objects. Lowered both. Decreased placement height of hull blocks.
Today
sped up marching cube triangle generation by 10x by using local list batches with IJobParallelForBatch to reduce NativeList<>.ParallelWriter locking adds (~0.35ms -> ~0.05ms)
Today
First iteration of balloon text and colour changing menu - Only added to circle balloon for testing and iteration
Today
test mesh add
Today
merge from server_occlusion_height_fix
Today
Indirectly iterate modifiers with separate list of modifier types that servers as history
Today
Animation pass on the rear 50cal
Today
Update: serverocclusiondebug - clarify what invalid grid means Now explicitly saying that server occlusion treats path with one or more invalid grid positions as unblocked Tests: none, trivial change
Today
Bugfix: server occlusion - skip occlusion for players outside of the occlusion grid Tests: checked occlusion between y:90 and y:110 - previously would stutter(OcclusionV1) or would occlude(OcclusionV2). Tested hiding behind a hill - still works
Today
part 2
Today
texture and material updates
Today
added fuse burn mesh to cannon to allow darkening of the fuse as it burns.
Today
merge from main
Today
cleanup