138,071 Commits over 4,324 Days - 1.33cph!

7 Minutes Ago
new textures for building generic trim set to enable vertex blend use
2 Hours Ago
Merge PR: Toolgun trace not hitting parented props re-fix Fixed a crash to do with HTLV
43 Minutes Ago
merge from painting_qol_fixes
57 Minutes Ago
merge from main
1 Hour Ago
Also fix singleplayer networking of health for NPCs Player text chat cleanups * Removes unused usermessage SayText2 Get rid of unused VoiceSubtitle usermessage Unregister unused usermessages & their handlers * HintText, KeyHintText, AmmoDenied * Deletes CHudHistoryResource Remove the unused, never working Hint system Removes CBasePlayer::Hints, ShouldShowHints, HintMessage, StartHintTimer, StopHintTimer, RemoveHintTimer Removes C_BasePlayer::Hints, ShouldShowHints, HintMessage Bump network version
1 Hour Ago
remove debug logs
1 Hour Ago
added flag toggle for hopper on all component boxes
1 Hour Ago
Switch LoadNativeSimData() from reading into a managed array to reading into NativeArray so it doesn't affect heap watermark
1 Hour Ago
Add FileEx.ReadAllBytesNative() that returns a NativeArray<byte> instead of byte[]
1 Hour Ago
Updated conditions for component boxes showing contents, removing competitive disadvantage of raiders seeing box contents. Added flag for hopper on component boxes, to hide some parts of visuals
2 Hours Ago
Fix the deep sea OceanSimulation loading a 2nd copy of the ocean sim data since they both read the same file from disk - pass in NativeSimData from outside of OceanSimulation instead of reading it inside the constructor - only dispose NativeSimData once when it's shared - saves 80MB
3 Hours Ago
Fixed a spawn group on Tropical1 using a boat prefab instead of a ruin dwelling
4 Hours Ago
Merge from main
4 Hours Ago
Fix client compile error
4 Hours Ago
Refine fix for scientists going to the floor above when player stands on something like a desk, better but not ideal, need our recast integration sadly to properly fix this
4 Hours Ago
merge from main
4 Hours Ago
regenerate testlist
4 Hours Ago
merge from optimize_sleeping_bag -> main
4 Hours Ago
merge from optimize_sleeping_bag -> main
4 Hours Ago
Compile fix
4 Hours Ago
merge from boxes_dlc
4 Hours Ago
merge from main
4 Hours Ago
merge from boxes_dlc
4 Hours Ago
exported updated 3p bone knife anims
4 Hours Ago
rebase on main
4 Hours Ago
Added broadcast refresh calls to MeshPaintableSource when the materials are updated so the instancing system updates correctly
4 Hours Ago
Tweaked the tropical texture atlas source files to solve the puddle issue.
4 Hours Ago
merge from indirect_instancing (build fix)
4 Hours Ago
Fix deep sea treasure mission progress getting stuck if player disconnects after digging up treasure chest
4 Hours Ago
Fix client and server build 🎳
4 Hours Ago
Merge from treasure_mission_fix
4 Hours Ago
removed dupicated textures on explosives box, enabled GPU instancing on all component box materials
4 Hours Ago
Fix a few boat piece construction placeholder meshes.
5 Hours Ago
boat_ai_reverse_preference_fix -> main
5 Hours Ago
Setting up burstcloth and skinning for ghost sheet
5 Hours Ago
fix missing z-buffer when rendering forward opaques
5 Hours Ago
Fix bbs not setting owner id correctly with deploy & edit
5 Hours Ago
texturing progress - apartment complex
5 Hours Ago
Fix boat ai attempting to reverse to stay in-line with a player on a boat rather than just slowing down the gas pedal Use a stuck timer locking mechanism to only allow the boat ai to reverse when its stuck.
5 Hours Ago
Added coffee table to prefab
6 Hours Ago
▆▄▉▄▆▋ ▇▅▋▊▅▍▋▉
6 Hours Ago
Apartment kits update
6 Hours Ago
merge from indirect_instancing
6 Hours Ago
rebase on main
6 Hours Ago
* Fixed doors getting detached when operated on a vehicle with indirect instancing * Fixed ghost objects being left behind if they had skins applied. * Fixed debug overlay not returning correct results in the editor * Improved debug overlay to be more useful and readable * Added prototype SIMD collider-less raycasting code. (WIP)
Today
In editor by default: the deep sea will spawn right when the server starts, and it will use the fast intervals (1s in between each entity and 0.1s in between each spawn groups)
loot_container_populateloot_fix -> main
Fix 'CONTACT DEVELOPERS! LootContainer::PopulateLoot has null inventory!!!' being thrown when loot containers were attempting to populate loot whilst destroyed. Thanks nivex!
Today
merge from hackweek_more_tests
Today
Fix 18 more deployables clipping with construction Add whitelist to exclude some from the test