139,079 Commits over 4,474 Days - 1.30cph!

10 Months Ago
aniamtion controller created for boat small engine
10 Months Ago
Anchor sockets wip
10 Months Ago
Updating small ramp skinning
10 Months Ago
AI Debug Disable (Gunning for Ians Job Patch)
10 Months Ago
Merge from gpu_frametime_logging
10 Months Ago
Merge from shader_cascades_light_leak_fix
10 Months Ago
merge from naval_update/deep_sea
10 Months Ago
Adding 50 cal rear single rig
10 Months Ago
created boat small ramp anim controller
10 Months Ago
Material Fix front turret
10 Months Ago
Merge from boat_building
10 Months Ago
Codegen
10 Months Ago
Beachside fixes.
10 Months Ago
Spawning new player_model prefab with baker component for NPC's
10 Months Ago
floating city 2 HLOD rebake, s2p
10 Months Ago
Merge from parent
10 Months Ago
Merge from main
10 Months Ago
merge from baseplayer_vis_nre
10 Months Ago
Spawn improvements.
10 Months Ago
Experimenting with a skinned mesh baker to swap out static NPC's with static meshes at a distance Setup baker component, currently spits out a series of static meshes for the given lod level Very WIP
10 Months Ago
Try again because I didn't realize we check both worldBounds (hardcoded physx area) and TerrainMeta.Margin (TerrainSize * 3) inside ValidBounds, so need to account for both of those
10 Months Ago
Fixed all kinds of problems with the mesh variant of the tropical terrain material.
10 Months Ago
Fixed free hand sprays sometimes blocking hammer interaction when sprayed on a building block, this could always happen but it's worse now that the spray position is more accurate
10 Months Ago
Merge from spray_fixes_oct_2025
10 Months Ago
Merge from server_wipe_time_of_day
10 Months Ago
Merge from player_model_perf_improvements
10 Months Ago
Add debug.disable_distant_sleepers convar to toggle/compare new animator disabling logic, defaults to on Will take 10s for animators to fully disable when convar is turned on
10 Months Ago
Modify distance portal spawns so it always spawns far enough inside that the world repel force won't affect it
10 Months Ago
Reset default server starting time to 9, was set to 12 when testing fog volumes back in August Override craggy island to start at 10 for better visuals while playing in editor
10 Months Ago
Merge from coop_prod_fix
10 Months Ago
Merge from spray_fixes_oct_2025
10 Months Ago
Merge from cinematic_play_fallback
10 Months Ago
merge from canvas_debug_command
10 Months Ago
Fixed debug.printanimators double names in the inactive row
10 Months Ago
Added ui.printcanvases command, to dump the active and inactive canvases in the scene
10 Months Ago
Expose world boundary repel force as convars instead of hardcoded - world_boundary_force_start_distance - world_boundary_force_offset
10 Months Ago
Lock behind `boat_drift_deep_sea` convar instead of hardcoded blocking it
10 Months Ago
Prevent boats from doing normal drifting to shore in the deep sea until we are sure that the shore vectors are correct
10 Months Ago
Fix NONE compile error in Shield.cs
10 Months Ago
merge from dynamic_occlusion_pausing -> main
10 Months Ago
Fix compile errors
10 Months Ago
Set dynamic_occlusion_pausing to enabled instead of disabled
10 Months Ago
merge from industrial_pipe_batching -> main
10 Months Ago
Add `print_memory_batching_detailed` command to print out memory usage of individual batches - can supply filter to filter based on material name
10 Months Ago
merge from industrial_pipe_batching -> main
10 Months Ago
Make `batch_industrial_pipes` a non-admin convar
10 Months Ago
Add `print_memory_industrial` and `print_memory_batching` commands to show how much memory is being used by batching and industrial pipe meshes respectfully - batching will include both inactive renderers and active renderers since mesh memory is still used while the renderer is turned off
10 Months Ago
Slightly optimise command reordering
10 Months Ago
Jobified instance reordering
10 Months Ago
Minor improvements to Lua's render lib * Prevent potential issues/minor memory leaks due to Lua errors in some functions (render.DrawQuadEasy, render.DrawScreenQuad, render.PushCustomClipPlan) * Change render.DrawQuadEasy to use better optional argument handling (potentially breaking if mods do silly things) Minor cleanups Added render.GetFogMaxDensity Added a self-check to CBaseHandle::Init Fixed 2 minor compile warnings Defer OnRequestFullUpdate if not in main thread GHA/Steamworks prepwork for network_test branch Fixed potential nullptr server crashes in networking Minor cleanup/compile warning fix Fixed a potential issue with bad BSP embedded files asset:// supports .svg Reject non texture customization files Win32 unicode file search support (disabled) file.Open will block any of those characters anyway, so this was a waste of time, but just throwing this in, in case its useful in the future