138,365 Commits over 4,324 Days - 1.33cph!

Yesterday
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Yesterday
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Yesterday
Merge from main
Yesterday
Change the network group layers to use terrain height as a basis instead of planes along the Y axis
Yesterday
Fix potential crash issue with rope rendering Remove the while loop from DModelPanel render * Added surface.GetScissorRect (Faster than surface.GetPanelPaintState) - returns enabled, left, top, right, bottom Merged Pull Requests * weapon_fists sets damage position * Make closedcaptions fonts anti aliased Fix missing font CloseCaption_Small Implement vendor specific shadow depth format test for Intel Allow solid triggers to touch triggers * Allows loose weapons and ammo entities touch remove/teleport triggers, etc. Unhide r_particle_timescale
Yesterday
Refactor of box auth checking to interface with implementation in TCs and boat auth
Yesterday
boxes now register with boats auth for show checks WIP
Yesterday
Optim: replicate TraceRays optims to TraceSpheres/-Unordered TraceSpheres now scales better and earlier than it's serial counterpart: * TraceSphereUnordered vs TraceSpheresUnordered: 128 - 0.57ms vs 0.3ms; 1024 - 5.1ms vs 1.38ms; 8196 - 43ms vs 9.9ms * TraceSphere vs TraceSpheres: 128 - 0.64ms vs 0.44ms; 1024 - 5.6ms vs 2.2ms; 2048 - 11ms vs 4ms Tests: unit tests
Yesterday
Deployable test checking that if placeable on boats, all collider names are in StringPool Finds 10 cases to fix
Yesterday
Bugfix: veeeeery rare out of bounds access when Unity returns invalid hit Tests: none, don't have a unit test for that
Yesterday
Update: GamePhysics.TraceSpheres - add ignore entity support Tests: ran unit tests
Yesterday
Update(tests): add TraceSpheres and TraceSpheresUnordered unit tests - get rid of old TestSpheres test, didn't spawn base entities Tests: ran new unit tests, some are failing as expected
Yesterday
editor_map_creator -> main
Yesterday
- New UI - Fix bugs with snapping scroll views on enable/disable - Remove fold outs for now - New custom procedural map scene - Button to force the map creator to take you to the scene - Labelled a bunch of map components in procedural map
Yesterday
merge from searchlight_worlddirection_fix
Yesterday
Fix searchlight not working correctly on boats
Yesterday
merge from boxes_dlc
Yesterday
glass_mat too
Yesterday
merge from main -> apartment_complex_monument
Yesterday
removed PSD's and saved as TGA, rescaled any 4k textures to 2k, set anything trillinear to billinear
Yesterday
merge from fix_duplicate_ocean_sim_data -> main
Yesterday
Update: expanded GamePhysics.Perf tests with spheres (batched and serial) - Fixed a perf bug of TestTraceRay causing it to do too much sorting - Further refactored & generalized code At 128 spheres, batched and serial seem to cost the same - going to continue moving ray optims across after I add unit tests Tests: ran perf tests, numbers within expectation
Yesterday
merge from main
Yesterday
fix boxes not updating on clear authing
Yesterday
Clean: more refactoring of unit tests in Test.GamePhysics Tests: ran perf tests
Yesterday
Fix trails following cannonballs during reloads and when moving the cannon around.
Yesterday
Fix "navmesh ready" log spam
Yesterday
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Yesterday
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Yesterday
Clean: take out perf test measuring code into helper Utils class Tests: ran unit tests
Yesterday
merge from store_fixes_feb
Yesterday
Fixed NRE when opening the steam inventory bag crafting modal
Yesterday
Added currency font to the bundles
Yesterday
merge from naval_update/io_boats
Yesterday
Skinning update for wood armour gloves
Yesterday
Use direct-to-VRAM buffer uploads on Mac to fix memory leak.
Yesterday
ioentity.allow_on_boats set to true by default Added playerboat.kill_io_deployables command
Yesterday
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Yesterday
Can't use the wiretool while swimming
Yesterday
Merge from skin_access_improvements
Yesterday
Remove DeveloperOnly visibility flag from skins_access due to some servers relying on it being visible Fix skins_access -1 not working with default wallpapers
Yesterday
comps box - lod update
Yesterday
merge from main
Yesterday
Fixed fluid splitter and fluid combiner not deployable on soft side walls, regression from io_boats
Yesterday
merge from doors_placingthroughwalls_fix
Yesterday
Merge from main
Yesterday
merge buoyancy_fixes to main
Yesterday
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