138,989 Commits over 4,352 Days - 1.33cph!

3 Days Ago
Merge from island_cliff_water_fix
3 Days Ago
Added some water volumes to the cliff areas on tropical island 1+2 to fix thse little pockets of no water No idea what the actual cause is, it doesn't seem to be affected by the ocean topology S2P both islands
3 Days Ago
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3 Days Ago
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3 Days Ago
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3 Days Ago
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3 Days Ago
Added a searchlight debug mode to try and figure out the volumetric animation
3 Days Ago
Merge from main Auto resolved conflicts on cannon.deployed, steeringwheel.deployed, SmallBoatPassenger
4 Days Ago
Atmosphere & triggers.
4 Days Ago
Final lighting sans atmos volume & culler.
4 Days Ago
Zeroed the transmission on this potted plant, because I keep seeing it bleed ambient in interiors. Emission texture tweak.
4 Days Ago
These static candles shouldn't be shadowcasting like that.
4 Days Ago
Lighting prefab.
5 Days Ago
Fixed all kinds of whackery with industrial.ceiling.lamp.on.prefab
5 Days Ago
Lighthouse lighting prefab V2 (not applied)
5 Days Ago
Some movements improvements: smoothed steering input, speed based lateral damping and gait auto promote Also added a rough noclip command so I can move around the gym easily
5 Days Ago
merge from deepsea_fixes
5 Days Ago
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6 Days Ago
Implement indirect instancing profiling module to record debug data, needs .debug to be active atm.
6 Days Ago
Add convar to tweak radius of the vision occluding ball generated by smokes for NPCs
6 Days Ago
Apartment complex b progress
6 Days Ago
mesh.Begin throws errors with invalid primitive counts Fixed a crash with func_button and Sandbox drive system Lets try making r_radiosity default to 4 again Add some sanity checks to map loading
6 Days Ago
Update: shifting job dependency downstream Tests: none, trivial change
6 Days Ago
Update: added AntiHack.AreSpeeding - (almost) fully jobbified version of IsSpeeding Only active with UsePlayerUpdateJobs 3. Needs unit tests, will do that later. Tests: booted on craggy with UsePlayerUpdateJobs 3 and ran around.
6 Days Ago
no more LINQ, added TimeWarnings
6 Days Ago
Baseline, added RidableHorse2 prefab and skeleton
6 Days Ago
Buildfix: type missmatch Tests: editor compiles
6 Days Ago
updating component box performance pass
6 Days Ago
Update: add BasePlayerJobs.CalcPlayerSpeedJob Tests: none
6 Days Ago
Update: add ScatterValueToJob utility job Tests: none
6 Days Ago
Update: add TerrainHeightMap.GetNormalsIndirect Tests: none
6 Days Ago
server_browser_phrase_fix -> main
6 Days Ago
Remove unused phrases
6 Days Ago
Fix a bunch of missing tags on the map creator
6 Days Ago
merge from main
6 Days Ago
merge from deepsea_fixes
6 Days Ago
Changed world.drawbounds to only send ddraw to the player running the command
6 Days Ago
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6 Days Ago
Buildfix: fix up missed renames Tests: unity compiles
6 Days Ago
Add some invalid handle checks to shadow rendering
6 Days Ago
merge cannon_fuseburn to main
6 Days Ago
Remove exit time between reload -> reloaded state in cannon barrel
6 Days Ago
merge from deepsea_fixes
6 Days Ago
Prevent tutorial islands from destroying deep sea portals when closing 🙃
6 Days Ago
exported updated helicopter reardoor idle anim
6 Days Ago
Update: AntiHack now track it's own persistent cache of player states - base player internals redirect to the cache when jobs 3 is set Gets synced when player enters and leaves player cache (even if they're disconnecting). This allows us to change jobs level without mesing up player state. Tests: none, WIP
6 Days Ago
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6 Days Ago
update from main
6 Days Ago
Fix cannon aim jitter on high ping when reloading and lighting the fuse
6 Days Ago
Update: Gather more player state for Jobs3 work - rewrite how we add to/remove from PlayerCache to add custom handling for specific systems (needed for AntiHack) Tests: none