240,022 Commits over 3,837 Days - 2.61cph!

7 Months Ago
Merge from main -> full_server_demos
7 Months Ago
Refactor into multiple .cs files as the code has grown
7 Months Ago
Flagging prefabs
7 Months Ago
IO entities snapping first pass When deploying any electrical/industrial item, press left shift to align and snap to nearby entities
7 Months Ago
Text tabs quick start Working fixed with tabs Work in tab stops during line layout Tab stops are font width * 4 spaces wide No need to collapse tabs here, we do it with WhiteSpace Fix tabs not always lining up, use measured space width
7 Months Ago
Fix tabs not always lining up, use measured space width
7 Months Ago
Merge from tutorial_island
7 Months Ago
Added debug.cleartutorialforplayer server convar If a player gets stuck in the tutorial for any reason, this will delete the island and reset the player back to it's regular state on the mainland (will also kill the player if they are alive)
7 Months Ago
Cleaned up kill warnings when cleaning up the tutorial
7 Months Ago
Updated convars; fixed NaNs and NREs
7 Months Ago
"Reset to Default" in the editor will look for DefaultValueAttribute, then get proper instance default intead of just bailing
7 Months Ago
Fix most skin viewing being broken
7 Months Ago
No need to collapse tabs here, we do it with WhiteSpace
7 Months Ago
Fix window shader not compiling
7 Months Ago
Updated Tool Cupboard mission wording
7 Months Ago
Sunlight direction fix
7 Months Ago
GatherVisibleLightsGPU Move depth prepass to be the first pass of everything, we'll use it on lightbinner for light culling from now on Do lightbinning for light culling on render thread when a layer first wants to request lights, guarantees we have a depth pyramid by then If we are on a render thread just do a simple flush for ForceFlushGPU(), we just want the GPU to finish it's work, not clean up things Run lightbinner calculation in render thread & actually on lightbinner layer Light culling tests with depth & light radius on compute shader Flush rather than ForceGPUFlush on CReadGPUBuffer::WaitUntilRead() Finish light visibility test shader, rewrite to be cleaner, temp pass PerViewConstantBuffer_t for g_vDepthPsToVsConversion on layer
7 Months Ago
Fixed viewmodel lingering for several seconds when cinematic starts
7 Months Ago
Tab stops are font width * 4 spaces wide
7 Months Ago
Clear rendertexture assignment when SkinViewer is destroyed
7 Months Ago
Work in tab stops during line layout
7 Months Ago
Typo fix Added ability to check existing inventory when a craft mission objective starts, will mark that step as completed if the player already has a target item in inventory Applied new behaviour to craft campfire objective Remove "Don't allow tutorial allowance to go down" log
7 Months Ago
missed a few uploads and a couple more
7 Months Ago
Merge from /main/media_projects/deckard
7 Months Ago
Cinematic scene file tweak
7 Months Ago
Upload and clean up + move wip files to construct
7 Months Ago
Hash view ID to FindOrCreateFrameBufferScratchTexture as well to solve collision when we have multiple views with same resolution, eg with splitscreen Fix dynamic reflections and AO in viewported views Add compiled shaders for viewport shading fixes Texture barriers for SSR in multiple viewports
7 Months Ago
Temporary Panel related fixes (OnRemove, SetParent)
7 Months Ago
Temporary Panel related fixes (OnRemove, SetParent)
7 Months Ago
▌▉▋▍█▆ ▊▄▅▅▌▅▊ ▌▆▇▊▇▇▍
7 Months Ago
Remove this for now, sus is later
7 Months Ago
When OwnerTransfer is Request, make actual requests to the host for Drop/Assign/Take ownership and if host approves, then host will send the messages to everyone to take that action. Each message will then validate if was received from host
7 Months Ago
Default CanSpawnObjects to true for now
7 Months Ago
Make sure CanSpawnObjects is synchronized to clients when set from host via ConnectionInfo
7 Months Ago
Try using v4 actions for everything Downgrade Linux/Mac to v3 Check for null in Panel.SetParent Rollback download-artifact to v3 as well
7 Months Ago
Rollback download-artifact to v3 as well
7 Months Ago
Downgrade Linux/Mac to v3 Check for null in Panel.SetParent
7 Months Ago
Invalidate input / output nodes when changing parameters
7 Months Ago
7 Months Ago
Some renaming. Set OwnerTransfer direct on GameObject instead of method on NetworkAccessor
7 Months Ago
Try using v4 actions for everything
7 Months Ago
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7 Months Ago
Close context menu on line edit submit Put all generated component types in one assembly
7 Months Ago
▉█▍▍▅▍█ ▍▇▄█▆▄▉ █▉▋ ▊▍▉ ▄▉▄█▌▉▇▅█ ▆▌▍▋ ▋▆▆
7 Months Ago
Fix component weirdness when cloning disabled objects
7 Months Ago
Bradley doesn't take damage from scientists.
7 Months Ago
Delete demos off disk past a certain quota to avoid consuming entire disk during upload failure Add `server_demo_disk_space_gb` (default 30GB)
7 Months Ago
Bradley doesn't target Scientists
7 Months Ago
▍▉▌▇▌ ▇▄█▄ ▍▆▌▍▄▇▋█ ▌▍▇▊ ▋▉▇▉▊▋▆▉ ▌▋▅█▊▆▄▋
7 Months Ago
Spawn scientists pre-aware of attacker