245,045 Commits over 3,898 Days - 2.62cph!

Yesterday
workcart_box -> main
Yesterday
Add small box to the underground workcart
Yesterday
explosion_medium + explosion tex/files
Yesterday
Fix lighting in reflection, no fog yet though
Yesterday
various VFX adjustments
Yesterday
CommunityNewsBox: add icon prefix before comment count
Yesterday
Add a bunch of stats to ingame console
Yesterday
Fix clip distance when under water Fudge water shader reflection UVs to fix gap
Yesterday
Human Hair Update
Yesterday
cleanup - separating MarchingCubes and NativeMeshSimplification into separate namespaces and compartmentalizing them better
Yesterday
Enable #nullable Playing around with a water shader
Yesterday
Add tags from world object to chunk SceneObjects
Yesterday
missing files
Yesterday
removed the prefab just made updated ians worldmodel prefab with new mesh renamed VM fbx to be more consistent with prefabs
Yesterday
Simplify networking options in header bar in editor - drop down options in Network for Simulate Lag, Lobby Privacy
Yesterday
merge from Hazmat Plushy
Yesterday
mini cross bow world model lods and basic prefab setup w some scripts
Yesterday
Update: adding source code
Yesterday
waterpump_minimum_depth_change -> main
Yesterday
Reduced required minimum depth on water pump so that its usable in the new rivers
Yesterday
Fix typo
Yesterday
propane_stack_size -> main
Yesterday
Update Propane Tank stack size from 5 -> 20
Yesterday
Initial commit
Yesterday
merge from localcoord-blend-layer
Yesterday
Optimize navmesh geometry collection by fully utilizing the BVH of a physics mesh
Yesterday
Merge: from profiling_improvements - Moves core of ServerProfiler to an unmanaged DLL - this deals with various mod issues and massively reduces recording overhead (less than 10% vs previous up to 7x). - Snapshot marks are prefixed with assembly name Tests: - 3 times in a row: Generated snapshot in editor on Craggy - 5 times in a row: Generated snapshot in Release standalone server with 6k world and 190k entities (with borked and good harmony mods) - 3 times in a row: Generated snapshot in Debug standalone server with 6k world and 190k entities (with borked and good harmony mods) - Built Wint64 client (debug and relase); booted up release
Yesterday
Set battering ram gibs mesh to read/write enabled Updated gibbable component
Yesterday
Clear volumetric fog texture on creation, this seems to could've caused problems even back on Alyx but issue is bigger now that we don't write to all volumetric fog froxels at once Fix ClearUnorderedAccessViewUint not clearing properly for Texture2DArray and Texture3D
Yesterday
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Yesterday
Mini crossbow icon render setup and icon
Yesterday
Update: Avoid shipping ServerProfiler to clients - Done by deleting the dll after it's built Tests: Build Win64 Client Debug and Release - no more dll
Yesterday
Update Catapult Flammable Ammo Textures and LODS
Yesterday
cherrypick aux2 fixes
Yesterday
Handle TcpSocket not being able to start more gracefully
Yesterday
Auto Switch to Best Host Candidate (#1705) Previously anyone could be assigned as a host when the host leaves. Now we'll score lobby members by their average ping and average connection quality to all other peers and use that score to determine who to give the host to. When a host leaves, we'll try to find a good candidate and set the owner immediately first, but if that fails, it'll happen the next time someone is automatically assigned to be the host. Previously, a connecting client could be assigned the host, but this is no longer the case as clients must be fully connected to be considered as a candidate. In addition, we'll periodically attempt to find and change to the best host candidate. This particular behavior can be disabled per project or per lobby.
Yesterday
Stop reloading cookies, history etc whenever the asset browser becomes revisible Move project-aware location logic to AssetBrowserLocation, special cases for Core/Citizen, use root title in path widget Refresh asset browser sidebar, hide built in content behind 'Show Base Content' toggle FindProjectByDirectory prefers closest match in case of nested project paths (eg libraries) Disable ShowBaseContent by default Fix long FolderNode labels getting cut off early Selecting sidebar node for current location works with all node types
Yesterday
Add server tags as LobbyInformation.Data
Yesterday
Remove this log
Yesterday
Update UI button prompts to show controller glyphs when playing on controller
Yesterday
Fix vox category
Yesterday
launcher reload bug fix attempt 1 + dryfire additions/improvements
Yesterday
exported wolf attack ledge animation
Yesterday
Update SpriteTools Add Crosshair visual to WeaponComponent Fix LeaderboardPanel Sorting Update Input Actions + Crosshair tweaks Improve controller support Can now optionally aim/fire with arrow keys
Yesterday
Some tidy up, improvements to algo
Yesterday
Convar
Yesterday
Die if health is 0 Destroy Observer when respawning Update PlayerController to latest * Update animation wish_ vars * Delete RigidBody/Colliders on delete instead of leaving them invisible * Store colliders on their own child GameObject so they can have isolated tags Update player.prefab
Yesterday
Fill in PlayerController ref
Yesterday
IsValid checks in PlayerInteractor
Yesterday
drawbridges door prefabs and setup, anim controllers