156,985 Commits over 4,536 Days - 1.44cph!

10 Minutes Ago
merged from prototype_wood_pile_spawner
11 Minutes Ago
HttpImage crossfade transition
29 Minutes Ago
Fixed normals on more built-in models * de_tides signs * fanhousing models (CS:S and EP2) * "Thrown" versions of CS:S grenades + the holster without a gun * furnitureArmchair001a.mdl Add fallback CS:S hostage pain sounds * For TTT, but also any other addon out there * The sounds are just the citizen ones Force panels to think & enable clipping when main menu is open Get rid of some usages of Bootil::BString from lua_shared * ILuaShared unchanged Minor cleanups Reduce code duplication when calling Lua functions from C
34 Minutes Ago
- Ensure client ghost will properly detect its sticking positio - Nuke the client ghost if we get a server stick message and server setup
48 Minutes Ago
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57 Minutes Ago
Fixed wool having meat sounds for drop and inventory move
1 Hour Ago
fix frog swimming anims
1 Hour Ago
merge from optimize_json_garbage -> main
2 Hours Ago
Use AddRange() to add converters instead of foreach and Add() per converter
2 Hours Ago
Fix Hash128 and LayerMask incorrect parsing from breaking the rest of the document
3 Hours Ago
compiler fix
3 Hours Ago
Merge from heldentity_persist_anims_subsystems_fix
3 Hours Ago
Only run fallback check against stuck persisted animations when necessary
3 Hours Ago
Moved the crate slightly away from the window in radtown to prevent players from looting it through window gap Replaced the one sided sign on the window with a two sided variant Scene2prefab
3 Hours Ago
Prefab filters can now check topology in radius using generated distance transform fields of Chebyshev distance to the nearest texel of that topology. Effectively a per-stage cache of distance from topologies to avoid walking texels. - Built in two-pass Burst - Built per-stage only when a stage has asked about a bit 100k times to make the building worth it. Bits written mid-stage fall back to the existing texel scan (decor that writes topology as it is placed) - TerrainTopologyMap.GetTopology picks fields or the existing texel scan New tests compared with previous baseline show 8-12s saved (Cliffs Hills & Cliffs Hills Small) depending on the seed. Roughly 3% time savings across the entire generation. Radius scans per run dropped from 8.76 billion -> 2.12 billion. Prefab placement is slightly stricter as fields check a full square of texels whereas the scan clipped corners at radii of 1 or 2 texels. Recorded a 1.6% reduction cliff hills small placements (0.7% of all prefabs)
3 Hours Ago
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4 Hours Ago
Add persist settings to player model animations for the entities which used to have these, before these anims got replaced Add a fallback in case of us ending up stuck in an animation that we were persisting but never received a clear event for
4 Hours Ago
Add tests to prove that the code doesn't allocate (not just that it works)
4 Hours Ago
LOD texture optimization
4 Hours Ago
Fix so ints can read float values again (that's the way it used to work before)
4 Hours Ago
- Fix held entity persist player model animations (after using last item in a stack) not working with animation subsystems - Remove a redundant List.Contains in AnimationSubSystem.ReleaseHandle
4 Hours Ago
merge from automated_testing
4 Hours Ago
Reduced machete network range from medium to low
4 Hours Ago
Preemptive decal layer fix before shader is fixed. S2P.
4 Hours Ago
merge from automated_testing
4 Hours Ago
Fixed a bunch of incorrect mesh collider import settings that the automated tests flagged up
4 Hours Ago
Stop character creator windows moving when orbiting around
4 Hours Ago
Add crouch blends for turning anims, it used to just snap before.
5 Hours Ago
merge from critter_animals
5 Hours Ago
Fixed remaining ceiling light layers. S2P.
5 Hours Ago
add warning ignore for compiler fix
5 Hours Ago
Generator LODs and WIP Col shape
5 Hours Ago
removed inventory controller, pointed player preview to base player animation controller
5 Hours Ago
anim removals
5 Hours Ago
Apartment render layers. Fixed shadow proxy issue on kiosks.
5 Hours Ago
merge from main
5 Hours Ago
fis hitboxes and death anim loops
5 Hours Ago
Smoother crossfades
5 Hours Ago
merge from main -> optimize_json_garbage
5 Hours Ago
merge from main
5 Hours Ago
Fix shields and diving tanks not showing up in the backpack slot in the loadout UI
5 Hours Ago
merge from loadout_backpack_slot_fix
5 Hours Ago
Merge: from ui_store_slim_ram - Bugfix: carousel buttons no longer have garbage textures when opening an store overlay page Tests: opened an overlay page
5 Hours Ago
Bugfix: HttpImage - when picking nearest mip, use a cpu-side copy Doing gpu side copy seems to cause garbage if mip isn't streamed in Tests: made a standalone build and navigated to pack page, carousel buttons were okay
5 Hours Ago
Stop c4 and satchels from matching roation when thrown - everyone agreed it looks worse
5 Hours Ago
Added 2 rendering layers for light exclusion. Created exclusion rules for the new RP that match the old culling masks.
5 Hours Ago
Fix composters getting bricked when splashed by water
5 Hours Ago
merge from composter_sprinkler_fix
5 Hours Ago
merge from machete refresh
6 Hours Ago
Dont use none as a category