249,469 Commits over 3,959 Days - 2.63cph!

4 Months Ago
Version bump Store node properties as a JsonObject Fix order inconsistency Add ChangeId to model, deserialize cached if changed
4 Months Ago
Bugfix: missed original allocation in PlayerCorpse Tests: none, trivial changes
4 Months Ago
Update: PlayerCorpse pools ItemContainer Tests: dressed up, suicide, saw uptick of containers, body disappeared, saw downtick of containers. Repeated, got expected results and didn't see a leak
4 Months Ago
Localized item store (still a few pages left)
4 Months Ago
merge /main/DPV -> /main/world_update_2
4 Months Ago
Start recording airshot and wallbang stats, including per-weapon
4 Months Ago
Cleanup
4 Months Ago
pill bottle render backfaces
4 Months Ago
Assets, backups
4 Months Ago
Avoid directional lights clipping with world with a reasonable value
4 Months Ago
Ensure proper number of maximum simultanious updates for EnvMapProbe dirty updates Destroy buffers properly when deleting lightbinner
4 Months Ago
Move s_LightList out of singleton to the CLightObjectDesc, make other light-like object descriptors use CUtlVectorFixedGrowable instead of linked list ( trashes the cache while iterating ), all of them should be consistent now, use a single light descriptor for all light types Tiled Culling Renderer buffers shouldn't live in Lightbinner, but instead on CLightCullingRenderer itself since they're rendered per view, so we just reuse that memory, Lightbinners are allocated in a pool, so all that memory was wasted on GPU, remove wasteful copy of binned lights on tiled light callback Don't generate shadow frusta for unshadowed lights Separate shadow generation, both shadow maps and the viewproj we pass, into SetupShadowsForLight in Lightbinner, when we do bindless shadows and lightbinner caching, this is where to look for it Go back to do a copy of current light list for CLightCullVisibilityReadback, callbacks can have latency longer than one frame and that list could change Cleanup, fix mixed logic for shadows Fix lights and their cookies not being able to rotate on roll
4 Months Ago
Fix error reporter not initializing Fix exception when undo'ing changes to objects with NotSaved
4 Months Ago
Leaderboard backup, run #13900
4 Months Ago
achievements remove debug
4 Months Ago
Fixed CustomProjectionMatrix (and broke vr rendering cc @xezno )
4 Months Ago
Merge from world_update_2
4 Months Ago
Merge from world_update_2
4 Months Ago
Merge from world_update_2
4 Months Ago
Reverted accidental Procedural Map scene change
4 Months Ago
Whitelist System.Linq.ImmutableArrayExtensions Whitelist System.ComponentModel.INotifyPropertyChanged Whitelist IAsyncDisposable Whitelist ICustomAttributeProvider Whitelist SemaphoreSlim
4 Months Ago
Merge from world_update_2
4 Months Ago
Merge from world_update_2
4 Months Ago
Merge from world_update_2
4 Months Ago
Fixed incorrect building grade lookup in creative mode (need to check skin id as well)
4 Months Ago
Add baked lights after dynamic ones
4 Months Ago
Hooked up water well NPC avatar
4 Months Ago
Merge from elevator_ShouldNetworkTo_fix
4 Months Ago
Support trace hit position for sphere casts again
4 Months Ago
Move s_LightList out of singleton to the CLightObjectDesc, make other light-like object descriptors use CUtlVectorFixedGrowable instead of linked list ( trashes the cache while iterating ), all of them should be consistent now, use a single light descriptor for all light types Tiled Culling Renderer buffers shouldn't live in Lightbinner, but instead on CLightCullingRenderer itself since they're rendered per view, so we just reuse that memory, Lightbinners are allocated in a pool, so all that memory was wasted on GPU, remove wasteful copy of binned lights on tiled light callback Don't generate shadow frusta for unshadowed lights Separate shadow generation, both shadow maps and the viewproj we pass, into SetupShadowsForLight in Lightbinner, when we do bindless shadows and lightbinner caching, this is where to look for it Go back to do a copy of current light list for CLightCullVisibilityReadback, callbacks can have latency longer than one frame and that list could change Partial backport of ISceneObjectDesc::OnSceneObjectVisibleInView Add lights to lightbinner through CLightObjectDesc::OnSceneObjectVisibleInView instead of LightBinnerStandard::AddLights
4 Months Ago
Water Well NPC avatar - poster prefab backup
4 Months Ago
Merge from team_ids_run_from_server
4 Months Ago
Revert fix in 104383, instead don't check the parents ShouldNetworkTo if the entity returns false from ShouldInheritNetworkGroup
4 Months Ago
Merge from main
4 Months Ago
Vm mat changes
4 Months Ago
Reconnected materials
4 Months Ago
Merge from world_update_2
4 Months Ago
Post merge compile fixes, manifest
4 Months Ago
Merge from main
4 Months Ago
Added a new Canyon NetworkGroupType to EnvironmentVolume, train layer thresholds are now set based on the lowest one of these in the world rather than the ceiling of the train tunnel volume
4 Months Ago
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4 Months Ago
Merge from world_update_2
4 Months Ago
Merge from main
4 Months Ago
Merge from world_update_2
4 Months Ago
dpv sound polish
4 Months Ago
Setup placeholder PrefabInformation for water well NPC Using heavy scientist avatar for now Slight layout tweaks to Item info panel to better fit a longer NPC name
4 Months Ago
Fixed water well NPC's not appearing properly on the hunting trophy
4 Months Ago
Fixed plants spawning in water well planters losing their 100% condition on server load
4 Months Ago
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4 Months Ago
Fixed locomotive NRE when shooting the bell in CLIENT+SERVER mode