138,876 Commits over 4,352 Days - 1.33cph!

40 Minutes Ago
merge from main
46 Minutes Ago
Swap logic check round for the cache isOn
48 Minutes Ago
Try/Catch instead of just rawdogging it
52 Minutes Ago
- Grab banned servers only when cache is set to false - Seperate banned servers into its own class seperate from the manifest - Wire a nice await before refreshing currently opened brwoser into the server browser page
1 Hour Ago
culling mode set to animate all on salvaged axe viewmodel prefab
1 Hour Ago
Fix missing compression headers from ServerList HttpClient - allows serverlist to download in gzip as intended
1 Hour Ago
Fix animals and naval scientists only fleeing or being passive
2 Hours Ago
Created a small physics engine for Pool - Uses ball and line intersection - Cheap - Data based structure so we can thread it/run on native Still lots to implement. Working proof of concept
2 Hours Ago
Fix path not logging to vddraw, fix animals always fleeing
2 Hours Ago
Phrase update
2 Hours Ago
removed TriggerWakeAIZ, made gizmos less obnoxious, just use player querygrid directly instead of connections
2 Hours Ago
Merge: from spectate_stay_after_dc - Bugfix for disconnecting players staying standing with UsePlayerUpdateJobs 2 Tests: spectated disconnecting server
2 Hours Ago
Bugfix: ServerOcclusionParallel(Jobs 2) - when spectator is hovering in a net group cell, use that cell's occlusion group As the spectated player disconnected, we would stop populating the occlusion results cache, thus leaving spectator in a frozen-world state Tests: on craggy with Jobs 2 - spectated a player that disconnected, was able to see them sleep. Did same from outside network range.
2 Hours Ago
Fix animals running in circles
3 Hours Ago
Fixed some potential crashes Clear _rt_Camera texture to black on disconnect Clear water reflection/refraction textures when unused Ship fixed door models * Door03_Slotted - fixed skins not working, fixed opening animations not always playing correctly, added ep1 hardware type, fixed pushbar lighting * Door03 (Ep1) - added rusted texture skin from Door01 (fits the window cutout) * Door01 - added ep1 hardware type, fixed pushbar lighting Ship fixed Skin13 & 14 for doors * Fixed handlebar textures for both Merge PR: Toolgun trace not hitting parented props re-fix Fixed a crash to do with HTLV Fix potential crash issue with rope rendering Implement pistol empty holster * Fixes the model having empty and non empty holster anim being tied to the same activity Remove the while loop from DModelPanel render * Added surface.GetScissorRect (Faster than surface.GetPanelPaintState) - returns enabled, left, top, right, bottom Merged Pull Requests * weapon_fists sets damage position * Make closedcaptions fonts anti aliased Fix missing font CloseCaption_Small Implement vendor specific shadow depth format test for Intel Allow solid triggers to touch triggers * Allows loose weapons and ammo entities touch remove/teleport triggers, etc. Unhide r_particle_timescale Make effects.BubbleTrail not turn start/end pos into mins/maxs Add a temp hack for missing surface.GetScissorRect
3 Hours Ago
Fixed artifacts caused by dithered objects being rendered in front on subsurface scattering type objects
3 Hours Ago
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3 Hours Ago
replace procedural creation of TriggerWakeAIZ in dungeons with WakeAIZ
3 Hours Ago
Revert 144931, use "Armor" everywhere in the store page instead. Thought "Armour" was the US spelling US English is supposed to be the default (I'll add UK english at some point ok)
3 Hours Ago
Armor -> Armour in the storage box store page pack description
3 Hours Ago
Skin pass for snow jacket
3 Hours Ago
replacing train tunnel prefabs TriggerWakeAIZ
4 Hours Ago
merge from main
4 Hours Ago
merge from main
4 Hours Ago
merge from storepage_boxes
4 Hours Ago
Added pack to storage section
4 Hours Ago
Merge from PlayerRigUpdate2
4 Hours Ago
Skin pass for hide pants
4 Hours Ago
Model changes and prefab light set dressing for kiosk D
4 Hours Ago
Fix compile errors from merge
4 Hours Ago
Pack showcase media
4 Hours Ago
merge from boxes_dlc
4 Hours Ago
replaced all TriggerWakeAIZ in all monuments and ran s2p - train tunnels still left - airfield - artic_research_base - bandit_town - compund - desert_military_base a/b/c/d - excavator - military_tunnel - oilrig / oilrig_small - trainyard
4 Hours Ago
remove debug logs
4 Hours Ago
merge from boxes_open_access
4 Hours Ago
Fixed pivot on rentable shop F. First pass proper art for rentable shop D (still WIP as are the others)
5 Hours Ago
also copy sleep delay and zones in tool
5 Hours Ago
quick tool to convert TriggerWakeAIZ with a button - also made it so BaseEditorExAttribute can invoke a method for isTrue/isFalse instead of just reading fields/properties
5 Hours Ago
Pack showcase wip
5 Hours Ago
Merge: from main
5 Hours Ago
Bugfix: uncomment tickState caching Left it commented because I thought it would help with unit test validation, but it's completelly unrelated to my unit tests. Tests: on Craggy tried to sprint with UsePlayerUpdateJobs 0
6 Hours Ago
Fixed slot machine not animating with Indirect Instancing
6 Hours Ago
merge from storepage_boxes
6 Hours Ago
Revert EditorSettings
6 Hours Ago
Fixed skin viewer not showing any box content Media size tweaks
6 Hours Ago
Removed mesh cull from shipping container floor frames and wall frames as they should rely on network distance for culling
6 Hours Ago
disabled mip streaming on the decal textures for shipping containers
Today
setup ghostships and tropical islands WakeAIZ again because I changed the serialized format - ran s2p on all islands
Today
Removed unused media, downsized the rest and made atlases
Today
merge from main