195,774 Commits over 4,110 Days - 1.98cph!

1 Year Ago
If a player is dismounted from the parachute due to a collision in the first 1.5s of the deploy they will be hurt with fall damage (up to 80 damage)
1 Year Ago
Added extra collider to tugboat roof to prevent clipping through during sinking
1 Year Ago
Better animation transition if the player cuts their parachute while the deploy is in process Parachute.bypassRepack convar bypasses the pickup duration Added drag to the unpacked parachute so it falls a bit nicer Fixed condition not getting applied properly
1 Year Ago
Scroll _DetailBlendMaskMapScroll and _DetailAlbedoMapScroll on belt
1 Year Ago
Secondaries for 25mm impact.
1 Year Ago
Compile fix
1 Year Ago
Merge from global_networked_bases -> aux2
1 Year Ago
Region out client analytics variables that are "assigned but never used" when compiling client
1 Year Ago
Move shadows to their own grids Distance cull both meshes & shadows Only frustum cull meshes
1 Year Ago
Merge from global_networked_bases -> aux2
1 Year Ago
Fix `test_instancing_culling` spawning prefabs outside of the map and overloading the "out of map" grid Fix "outside of map" grid not having a gridId set and looking like grid #0 Refactor RendererJobData to store ShadowMode instead of "IsOnlyShadow" Refactor culling system to completely ignore shadows
1 Year Ago
Change InstancedScheduler script update order to near the end Count number of meshes & shadows separately Add number of rendered meshes, shadows & draw calls for instancing to `perf 8` Add average number of meshes & shadows drawn to client performance analytics Add `print_instanced_grid {id}` and `print_instanced_grids` to print meshes per grid for debugging
1 Year Ago
Added LODs, colliders, and prefab setup to the screwdrivers
1 Year Ago
Add menu option for instanced rendering called "Building Distance" (it also handles cliffs but yea) Clamp instanced rendering distance from 500 - 2500 Take lower of draw distance vs instanced render distance when culling Run codegen to apply convar descriptions
1 Year Ago
Add description to all convars
1 Year Ago
Merge from global_networked_bases -> aux2
1 Year Ago
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1 Year Ago
Add clientside performance analytics for instanced rendering - culling time - draw calls - render distance - size of compute buffers & arrays - mesh count - prefab count - entity count
1 Year Ago
Merge bbq loot panel prefab fix from main 84947 -> aux1
1 Year Ago
Fix armored double door & triangle ladder hatch prefabs getting "deleted" during a merge from attack heli and then throwing error when you try to respawn
1 Year Ago
Shockwave improvements
1 Year Ago
merge from weapon_racks
1 Year Ago
merge from weapon_racks/missing_items
1 Year Ago
Tweaked bypass tunnels to add more clearance for trains
1 Year Ago
Slightly tweaked caboose spotlight position
1 Year Ago
Fishing rod
1 Year Ago
Add `shadow_culling` convar to toggle culling of shadows for instanced rendering Disable shadow culling by default
1 Year Ago
Fix meshes with skins registering a extra renderer
1 Year Ago
Add `instanced_memory_usage` command to print off size & memory usage of every array used for instanced rendering Remove some redundant convars
1 Year Ago
Add `--instanced-rendering` convar to turn instanced rendering on (if we need it default disabled)
1 Year Ago
Setup Varying Pistol Ammo World Models to change depending on stack size Renamed Pistol Ammo World Model Variations to match naming conventions
1 Year Ago
Setup Varying Rifle Ammo World Models to change depending on stack size Renamed Rifle Ammo World Model Variations to match naming conventions
1 Year Ago
Merge lifestory fix to aux2
1 Year Ago
Check if deathInfo.attackerName is null (no idea why this appeared on aux2 but need to fix to keep testing)
1 Year Ago
Merge from global_networked_bases -> aux2
1 Year Ago
Cleanup culling code
1 Year Ago
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1 Year Ago
Enable GPU instancing on brick roof material
1 Year Ago
Run Initialize() when leaving server to cleanup all arrays Cleanup code of all schedulers
1 Year Ago
Fixed Abyss Torch being lit when dropped.
1 Year Ago
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1 Year Ago
Jackhammer
1 Year Ago
Setup Varying Handmade Shell World Models to change depending on stack size Renamed Handmade Shell World Model Variations to match naming conventions
1 Year Ago
Molotov
1 Year Ago
Prototype Hatchet Prototype Pickaxe
1 Year Ago
Setup Varying Shotgun World Models to change depending on stack size Renamed Shotgun World Model Variations to match naming conventions
1 Year Ago
Concrete pickaxe
1 Year Ago
Concrete hatchet setup
1 Year Ago
Added and Setup Spanner Props Prefab
1 Year Ago
merge from main