141,281 Commits over 4,383 Days - 1.34cph!

11 Minutes Ago
creating crossbow bowless viewmodel  anims
20 Minutes Ago
added workbench tier 1/2 reinforced upgrades textures/materials + LODs (gibs still need to be made)
34 Minutes Ago
DDraw.Arrow passes distanceFade and zTest params to the Line() call correctly (was just repsected by the arrow head)
50 Minutes Ago
basis for bridge generation, just finding bridge segments on road paths and breaking down into entry/middle/exit sections
50 Minutes Ago
Bugfix: when exporting a snapshot from recorder scopes skip fast-forward logic to 0 callstack depth Tests: recorded coroutine, was able to see all 3 log calls (before yield, after 1st yield and before yield break). But something's corrupting memory for subsequent perfsnapshots
1 Hour Ago
Added support for interleaved cached shadow rendering and added a new set of convars for controlling shadow caching settings
1 Hour Ago
merge from playerrigupdate2
1 Hour Ago
Merge: from serverprofiler_recordscope_pause Need it for experiments with profiling coroutines
1 Hour Ago
Hook up mortar to overlay, setup pitch/yaw rotation on mortar, fix not being able to get close to the mortar because of old colliders, fix pitch clamp to match mortar angles 0-45. Start cleaning up and removing a lot of objects from the old prefab.
1 Hour Ago
Add a generic overlay to use with mortar's distance text - basically just binocular overlay without the scope.
1 Hour Ago
shorten io info text for scaling issues
1 Hour Ago
Visibility on heavyplate jacket and pants
1 Hour Ago
merge from waterwheel_headbob
1 Hour Ago
fix error rendering reflection probe when vclouds were disabled
1 Hour Ago
Reposed heavyplate jacket, gauntlets and pants, added tshirt and trousers
2 Hours Ago
made ProceduralMapRoadSimple usabel
2 Hours Ago
storing "point types" in PathInterpolator to let per-usecase definitions of types along path points - initially only having circular road ring define some path types for BridgeExitEntry and BridgeSegment to have it sit above water instead of bringing terrain up to it
2 Hours Ago
kiosk shop sign lods and view distances/resolution for painting
2 Hours Ago
Bugfix: prevent taking perfsnapshots if a recorder scope is currently active and vice versa - also fix recorder triggering NREs because it tries to run perfsnapshot code Tests: ran profiler scope spanning multiple frames. Checked output, it's not making sense, investigating deeper
3 Hours Ago
Added support for variable frame rate shadows based on distance from the light to the camera
4 Hours Ago
Merge: from main
4 Hours Ago
Fixed offset on male socket of floor frame grill
4 Hours Ago
Fixed server map not showing in connect modal
4 Hours Ago
Fixed friend text size in session modal Cleaned up icon submeshes too
4 Hours Ago
Copying something in the server admin player panel only copies the value
4 Hours Ago
Codegen
4 Hours Ago
aniso and texture filtering import options, fixed inconsistent use of trilinear filtering
5 Hours Ago
Pooling support
5 Hours Ago
Bowless Crossbow - weapon rack positions, icon
5 Hours Ago
Adding bowless cross bow world model rig
6 Hours Ago
Bowless Crossbow - updated worldmodel missing small parts
Today
Bowless Crossbow - updated worldmodel
Today
Shadow caching now works with spot lights
Today
Delete test item
Today
Make sure loadouts are refreshed when connecting to a new server New or removed loadouts also mark the window as dirty for all admins
Today
Added "Reduce Startup Yield Times" setting to editor playmode speed-ups section (defaults off). Switches the 9 Bootstrap yield 0.1s for 0.01 when running in the editor. Saves 0.8 secs for editor bootups.
Today
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Today
temp gibs
Today
Add satellite specific explosion (temp)
Today
Search bars only capture escape if they are selected and have content
Today
Increase move/spin speeds
Today
Add some very temporary VFX
Today
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Today
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Today
Merge from main
Today
Merge from main
Today
New PipeMeshGroupManager, supports merging multiple IO pipes into a single mesh for better performance Uses the same underlying job system to generate the mesh, just at a bigger scale
Today
Merge from terrain_renderer
Today
Fix shader warnings in terrain compute (prevent possible edge case issue)
Today
Update PipeMesh job handling to use VertexBufferParams isntead of SetVertices/SetTriangles Saves 18kb of GC generation when creating a pipe mesh