139,038 Commits over 4,474 Days - 1.29cph!

pool: add more profiling everywhere
Today
Offline screen finished. Removed some now dead UI code.
Today
Bar Wallpapers - fixes and renames
Today
assigned concrete physics mat to block
Today
R/W satellite_crashed_col
Today
Cooldown screen wip
Today
merge from crafting_stall_fix
Today
fixed clipping issues with barstool mounts
Today
Fixed the 1s client stall when opening the crafting menu for the first time We now warmup the steam item definitions when they load, so the first ItemDefinition.skins2 call hits cached properties instead of doing thousands of cold native Steamworks calls (caused by the PlayerBlueprints.HasUnlocked recent optims)
Rin
Today
Added heavy fuse spawn to crate_normal and crate_normal2 Removed spawns from LootSpawn.RadTown1 and LootSpawn.RadTown2.
Today
merge from main
Today
Locked screen finished
Yesterday
Merge from PMM
Yesterday
updated the pipe_hole mesh to be shaped more like junkpiles mounds
Yesterday
back from trip, big merge from main
Yesterday
fixed gas station interior LOD1 borked material assignment underground
Yesterday
Livestok animals now flee if a loud noise like a gunshot is heard nearby
Rin
Yesterday
Another heavy fuse loot table pass
Yesterday
Fixed missing interact collider on lamb Fixed following behaviour not working due to grazing taking priority If an animal is hurt while being led they will forget about who they were following after they flee
Yesterday
Aging boilerplate Expose a TimeToGrow field on livestock, when this time is reached they are replaced with a provided next stage prefab If no next stage is provided then the animal is just killed (old age?) Added livestockanimal.ageuplivestock that will age up the nearest animal with 20m
Yesterday
Lamb setup Fixed prevent building volumes too large on all livestock
Yesterday
Sheep hitboxes
Yesterday
Created a tool to copy hitbox definitions from one skeleton to another with an optional scale multiplier (not needed in this case as the animator root is scaled, not bones) Set up calf hitboxes
Yesterday
Fixed hitboxes on cow
Yesterday
Merge from main
Yesterday
Merge from powergrid
Yesterday
pool table sounds first pass
Yesterday
Merge from redirect_crafting_fix
Yesterday
dart board sounds first pass
Yesterday
Rock sculpture impact fx & related files.
Yesterday
Fixed item crafting not accepting redirect skins as ingredients Fixes not being able to craft a stone spear with a NY wooden spear
Yesterday
Fixed those gas station fixtures.
Yesterday
Steeper satellite crash terrain overlay, for better hill support.
Yesterday
Merge from CompassShieldViewmodel
Yesterday
Jukebox particle fx now plays in time with music
Yesterday
Jukebox cast lighting
Yesterday
Commit progress New StagedRendererLOD component for staged destruction entities which supports renderer and material swaps between destruction stages and LOD levels Custom inspectors for StagedRendererLOD and StagedDestructionEntityInfo Seems to work, need to migrate data from existing prefabs to new serialized fields
Yesterday
add visible water to tank, material of water can be blended
Yesterday
crashed satellite LODs
Yesterday
Update: reimplement pool internals on top of LPRQ Based on paper by Raed Romanov & Nikita Koval: https://dl.acm.org/doi/epdf/10.1145/3572848.3577485 Shows same or a bit better times than FuzzyPool, but periodically has a very spiky test (from 2ms to 40ms). Also needs further tweaking and documenting Tests: ran unit & perf tests
Yesterday
Fix roadside procedural car wrecks and telephone poles occasionally spawning too close to rail tracks, blocking trains from passing
Yesterday
fix "" invokes add convars for testing airfield terminals, forces charge to full - airfieldairdropterminal.force_charge - airfieldcallchinookterminal.force_charge
Yesterday
Setup row hover, invert colours. Satellite list screen finished.
Yesterday
Enable dumpstringtables <table> to only print specific table Remove sv_dumpstringtables (unused) Implement some stringtable changes from CS:GO branch * Short dumpstringtables, Implement clientside string index search so ParticleEffect can just work with clientside-only precaches now, other self checks Make prop water level code apply to all animating entities (SENTs) Try to fix baseanimating overlays resetting on server join Merge Pull Requests * Optimizations for Vector:ToColor * Added math.Cot
Yesterday
click fix
Yesterday
entry finished-ish
Yesterday
entry
Yesterday
gas station car crusher harsher collision placement fix crusher not fully gibbing cars fix lift being damageable
Yesterday
merge from water_treatment_plant_maintainables
Yesterday
forgot meta apparently