158,438 Commits over 4,566 Days - 1.45cph!

14 Days Ago
Improved collision around the door of the legacy shelter so its easier to get in and out of
14 Days Ago
merged from prototype_wood_pile_spawner
14 Days Ago
HttpImage crossfade transition
14 Days 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
14 Days Ago
- Ensure client ghost will properly detect its sticking positio - Nuke the client ghost if we get a server stick message and server setup
14 Days Ago
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14 Days Ago
Fixed wool having meat sounds for drop and inventory move
14 Days Ago
fix frog swimming anims
14 Days Ago
merge from optimize_json_garbage -> main
14 Days Ago
Use AddRange() to add converters instead of foreach and Add() per converter
14 Days Ago
Fix Hash128 and LayerMask incorrect parsing from breaking the rest of the document
14 Days Ago
compiler fix
14 Days Ago
merge from critter_animals
14 Days Ago
Merge from heldentity_persist_anims_subsystems_fix
14 Days Ago
Only run fallback check against stuck persisted animations when necessary
14 Days 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
14 Days 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)
14 Days Ago
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14 Days 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
14 Days Ago
Add tests to prove that the code doesn't allocate (not just that it works)
14 Days Ago
LOD texture optimization
14 Days Ago
Fix so ints can read float values again (that's the way it used to work before)
14 Days 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
14 Days Ago
merge from automated_testing
14 Days Ago
Reduced machete network range from medium to low
14 Days Ago
Preemptive decal layer fix before shader is fixed. S2P.
14 Days Ago
merge from automated_testing
14 Days Ago
Fixed a bunch of incorrect mesh collider import settings that the automated tests flagged up
14 Days Ago
Stop character creator windows moving when orbiting around
14 Days Ago
Add crouch blends for turning anims, it used to just snap before.
14 Days Ago
merge from critter_animals
14 Days Ago
Fixed remaining ceiling light layers. S2P.
14 Days Ago
add warning ignore for compiler fix
14 Days Ago
Generator LODs and WIP Col shape
14 Days Ago
removed inventory controller, pointed player preview to base player animation controller
14 Days Ago
anim removals
14 Days Ago
Apartment render layers. Fixed shadow proxy issue on kiosks.
14 Days Ago
merge from main
14 Days Ago
fis hitboxes and death anim loops
14 Days Ago
Smoother crossfades
14 Days Ago
merge from main -> optimize_json_garbage
14 Days Ago
merge from main
14 Days Ago
Fix shields and diving tanks not showing up in the backpack slot in the loadout UI
14 Days Ago
merge from loadout_backpack_slot_fix
14 Days 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
14 Days 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
14 Days Ago
Stop c4 and satchels from matching roation when thrown - everyone agreed it looks worse
14 Days Ago
Added 2 rendering layers for light exclusion. Created exclusion rules for the new RP that match the old culling masks.
14 Days Ago
Fix composters getting bricked when splashed by water
14 Days Ago
merge from composter_sprinkler_fix