158,379 Commits over 4,566 Days - 1.45cph!

13 Minutes Ago
merge from main -> softcore_tc_limit
16 Minutes Ago
Merge from main
20 Minutes Ago
Removed the RRP option from the experimental tab, also removed the Shadow Caching disabled the shadow caching toggle, as it currently isn't supported on RRP
22 Minutes Ago
merge from optimize_world_server_clear/maps -> main - only the server clearing WorldSerialization maps part, not the later NativeArray changes
27 Minutes Ago
exported flare/molotov vm/3p drop anims
27 Minutes Ago
Refactor world.maps.Clear() -> ClearMaps()
47 Minutes Ago
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57 Minutes Ago
Fix a rare BasePlayer.OnDied NRE when using the admin injure command
58 Minutes Ago
Merge from wind_motion_vectors
57 Minutes Ago
merge from baseplayer_ondied_nre_fix
57 Minutes Ago
Merge motion vector fixes
59 Minutes Ago
Fix artifacts at screen edges when motion blur is enabled
1 Hour Ago
Add `forceMotionVector` flag for view models to avoid smearing hairy things across the ground
1 Hour Ago
Add the new hair rendering to Core/Hair to make horse hair and other hairy things look better
1 Hour Ago
Fixed server hip movement causing the horse to never sleep (regression from 167107 Fixed dismounted horses keeping their head turned and hip braced
1 Hour Ago
- Remove supersampling when creating icons (huge performance boost) - Disable categories with no extra options
1 Hour Ago
Merge: from netmsg_loadmap - Buildfix Tests: compile sim
1 Hour Ago
Buildfix: move client-var into CLIENT scope Tests: compiler simulator
1 Hour Ago
Fixed pooling bugs messing with horse animations
1 Hour Ago
Merge from render_pipeline_testing
1 Hour Ago
Default gamepad support enabled to true
2 Hours Ago
Combined all of the Deferred Rendering Debugger overlays into 1 drop down field, as only 1 can be active at a time
2 Hours Ago
Merge: from netmsg_loadmap - Update: reimplement network message as a client RPC Tests: reloaded playground in C+S editor
2 Hours Ago
Update: replace bespoke network message with a player client RPC Tests: reloaded playground in C+S editor
2 Hours Ago
Converted the camera debug pass to an unsafe pass
2 Hours Ago
Fixed the flipped UVs when sampling the rendering layer texture during the shadow debug overlay pass
2 Hours Ago
Added a Renderering Debugger overlay for shadows
2 Hours Ago
We can now get rid of the duped ridersync in the LateUpdate now that we don't control the spine pos from the IK Chops another 0.42ms per frame for 50 moving horses
3 Hours Ago
Removed LegsAnimator on the server, we now use the existing ground normal raycasts to calculate the hip position Hip pos calulcation on the server for 50 moving horses: 2.2ms -> 0.09ms
3 Hours Ago
Config manifest live switching
3 Hours Ago
aliases show in console autocomplete results
3 Hours Ago
Break room progress
3 Hours Ago
Merge: from netmsg_loadmap - Update: ServerMgr.ChangeLevelFor - for modders, new way for servers to dictate map on the client Tests: built standalone client and connected to editor server with Craggy. reloaded into procgen then back a couple times in a row
3 Hours Ago
Clean: remove unnecessary changes, todos - codegen Tests: none, trivial changes
3 Hours Ago
added `alias` command that works the same as input.bind but with a custom command name instead
4 Hours Ago
Clean: remove reauth debug convar - go back to allowing repeated auth messages, but log a deprecation warning Tests: compiler sim passes
4 Hours Ago
LegsAnimator batched raycast commands 50 moving horses: server legs 4.5 ms down to 2.1 ms per frame in the editor (still too much)
4 Hours Ago
Merge: from main
4 Hours Ago
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4 Hours Ago
Bugfix: skip deinitialization when unloading scenes before loading next one Previously it was only skipping when returning to main menu Tests: loaded from craggy to procgen a couple times, no more asserts
5 Hours Ago
More prefab changes to support grids with no fixed size elements
5 Hours Ago
merge from main
5 Hours Ago
Remove all support for fixed size (square) elements in FlexGrid + FlexGridElement (as well as dynamic extra row gap changes etc) Revert all character customisation grids to use column + row elements Use an inactive row prefab to hide unused rows instead
5 Hours Ago
merge from trop1_fixes
5 Hours Ago
Merge fixes
Rin
5 Hours Ago
merge from staging_release_client_enforcement
5 Hours Ago
Delete unused firecrackers viewmodel prefab
5 Hours Ago
merge from map_optims
5 Hours Ago
Removed so dead code in TerrainConfig following 167041
5 Hours Ago
merge from posing_tooling