138,777 Commits over 4,352 Days - 1.33cph!

Just Now
fix rotation tool transparency
9 Minutes Ago
Implement corrected limit checking for mesh.Begin w/ static meshes I.e. when giving mesh.Begin a mesh object, the limit becomes 65535 instead of 32768 Added second arg to IMesh:DrawSkinned - mult by model matrix Try to prevent crashes with weird .phy files
16 Minutes Ago
Fix profiler samples in Find and TryGetEntity
17 Minutes Ago
Update: add a couple more test positions for unit tests Tests: tests pass
18 Minutes Ago
Merge from main
20 Minutes Ago
Merge from main
21 Minutes Ago
- Fix paintball impact effects not always behaving with turrets - "Impotent" projectiles created just for effects for non instigating clients now know about their source weapon - Cleanup EntityRealm::TryGetEntity - Fix paintball impacts instigated by the local player not ignoring max spawn distance
21 Minutes Ago
merge from painting_line_tool_winner
23 Minutes Ago
Removed undesired line tool method, preview line is the winner! - removed sounds - HUD tip remains whenever holding shift, not just when actively drawing line
39 Minutes Ago
merge from boxes_performance_pass
43 Minutes Ago
Removed camera leaning towards horse head when galloping
43 Minutes Ago
Added horse locomotion playable component, handles the locomotion animation playing and blending only
44 Minutes Ago
boxes performance feedback
49 Minutes Ago
Update: move normal calculation logic to HeightMapQueryStructure - Give couple methods a rename Tests: ran unit tests
1 Hour Ago
Bugfix: basic arespeeding unit tests now pass - use the right interpolators for IsSpeeding - add overloads to TerrainHeightMap.GetNormalsIndirect and antihack specific jobs to accept deferred arrays - make IsSpeeding work on CachedState Tests: ran unit tests
1 Hour Ago
setting up salvaged axe refresh prefabs
3 Hours Ago
Rentable Shop Kiosk F - first pass materials WIP
3 Hours Ago
Construction NRE fix
3 Hours Ago
merge from parent boxes_dlc
4 Hours Ago
Idle to walk and walk to idle imports
4 Hours Ago
exported horse walk to idle and idle to walk anims
4 Hours Ago
exported refreshed salvaged axe rig/anims
5 Hours Ago
Update: add basic consistency unit tests for AntiHack.IsSpeeding and AreSpeeding Currently fail, as I forgot to adjust the IsSpeeding logic after state cache changes. Tests: ran unit tests
5 Hours Ago
rebase on main
6 Hours Ago
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6 Hours Ago
final 2 individual square steam images on storage_boxes_pack sitem
Today
Fix scientist weapons floating at world origin on server
Today
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Today
Fix naval scientists new entity weapons leak, make sure new scientist weapon are not saved if the scientists themselves are not saved
Today
changed "component" to "storage" on all storage boxes descriptions, started to plug in square steam images to sitem
Today
merge from boxes_dlc
Today
Fixed paint mask normal map settings
Today
Gesture anim updates
Today
cannon anim update and IK adjustments
Today
merge from main
Today
Merge from island_cliff_water_fix
Today
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
Today
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Today
Added a searchlight debug mode to try and figure out the volumetric animation
Today
Merge from main Auto resolved conflicts on cannon.deployed, steeringwheel.deployed, SmallBoatPassenger
Yesterday
Atmosphere & triggers.
Yesterday
Final lighting sans atmos volume & culler.
Yesterday
Zeroed the transmission on this potted plant, because I keep seeing it bleed ambient in interiors. Emission texture tweak.
Yesterday
These static candles shouldn't be shadowcasting like that.