130,960 Commits over 4,232 Days - 1.29cph!

16 Minutes Ago
Add Invoke<T>, Invoke<T1,T2>, InvokeRepeatingWithHandle to use InvokeHandler without allocating garbage
40 Minutes Ago
WIP code, parameters, setup
1 Hour Ago
handle client physics tick and interpolation in custom PlayerLoopSubsystems inserted to run after their respective default scene's ticks
1 Hour Ago
Console Info Panel
1 Hour Ago
Merge from parent
1 Hour Ago
merge from automatedtesting
1 Hour Ago
Merge from parent
1 Hour Ago
Merge from parent
2 Hours Ago
new console items ui
2 Hours Ago
merge from SeparatePhysicsScenes
2 Hours Ago
That's all folks
2 Hours Ago
Almost done...
2 Hours Ago
Even more...
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More...
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More...
3 Hours Ago
Some more...
4 Hours Ago
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4 Hours Ago
merge from directional_foliage_displacement
4 Hours Ago
merge from puzzle_reset_hotfix
4 Hours Ago
merge from sort_fixes
4 Hours Ago
merge from fix_terrain_nametags
5 Hours Ago
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5 Hours Ago
Fix displacement clamping
5 Hours Ago
matrix optimized texture rez pass
Today
Uploading in multiple parts because plastic can't handle... multiple files
Today
Mark an additional 180 fbx's as non r/w - mostly viewmodel anims, some clothing and body parts
Today
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
Today
Merge from main
Today
Merge from main_merge_10_nov
Today
Protobuf, code gen, phrases
Today
Merge from main Fallback text merge on BaseEntity.Server and BasePlayer-Occlusion Stomp changes in generated files
Today
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
Today
Merge from naval update
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
Today
Fixed storage adaptors losing half of their passthrough power when using the industrial output slot
Today
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compile error
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
Today
Fix drawpuzzleresets not working with AIZ monuments (thanks Aron)
Today
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
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
Today
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.