134,502 Commits over 4,293 Days - 1.31cph!

Yesterday
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Yesterday
Optim: reduce branching in BaseEntity.HasEntityInParents Saves a tiny amount (60micros for 600 checks), but the change is relatively trivial and is used in a bunch of places Tests: spawned 100 boats with 3 sleepers
Yesterday
Fixed slightly floating crate on docks
Yesterday
Fixed z-flickering under casino stairs Another attempt at fixing disco ball flashing Scene2prefab
Yesterday
merge from main -> fix_foundation_clipping_rocks
Yesterday
Add god rock & anvil rock on the separate island on craggy for testing purposes
Yesterday
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Yesterday
travelling_vendor_spawn_prechecks -> main
Yesterday
Don't try to spawn a Travelling Vendor if the map isn't big enough to start with
Yesterday
Hooked up missing canvas materials
Yesterday
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Yesterday
codegen
Yesterday
Optim: TriggreParent.TickMode 1 - batch swimming checks 100 boats now take 1.6ms max (down from previous 2.1ms, -24%) vs 3.1ms (-49%) of TickMode 0. Tests: built a boat, sank it by shooting, got unparented
Yesterday
Update ambient_generic radius description in Hammer Remove status trying to use non existent convars Update Bootil's ZLib (Just testing if it will build on Linux)
Yesterday
Merge from main. Bump displayingBoxStorage to 222 to fix protobuf conflict.
Yesterday
merge from main
Yesterday
sign_painting_ui_escape -> main
Yesterday
Corpse setup for explosives component box. Updated bounds, collision + tested both scrap and explosives. Updated manifest.
Yesterday
Pressing escape will now save and close the sign painting dialogue (it only saved before)
Yesterday
autoturret_improvements -> main
Yesterday
Fixed offline tick (turret pointing up) being overriden on the client by the idle tick Ensure loaded turrets respect their client orientation properly
Yesterday
Update: expose StableObjectCache internal T[] - had to introduce approx equals to WaterInfo as unit tests were failing (why now?) - consolidated common logic to fix missing shoreline check in batched version (we need unit tests as part of builds) Need it to simplify code around water factor batching Tests: unit tests
Yesterday
fixed a floating junkpile in excavator_yaw prefab excavator S2P
Yesterday
Remove RTVoice again
2 Days Ago
Corpse setup for scrap component box
2 Days Ago
main -> autoturret_improvements
2 Days Ago
Some deep sea cleanup and pool leak fixes
2 Days Ago
Merge from naval_update
2 Days Ago
Fixed NRE when no results are loaded Fixed Clear Result button not working Load default test list path by default
2 Days Ago
Fix player models continuing to play animations in demos when paused.
2 Days Ago
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2 Days Ago
Map marker edit UI now appears above fog of war
2 Days Ago
Merge from naval_update
2 Days Ago
Merge from main
2 Days Ago
Use min and max for coarse terrain height shadow culling and re-enabled camera and shadowing culling.
2 Days Ago
Merge from main
2 Days Ago
Inventory null check in Mailbox
2 Days Ago
Fixed not being able to switch to softcore on craggy island Don't drop softcore corpses if the deployable is on a player boat
2 Days Ago
Only calculate position and scale once in ImpostorBatching
2 Days Ago
rebase on main
2 Days Ago
Hooked up missing Impostor component and fixed incorrect LOD4 material on: palm_tree_tropical_small_a palm_tree_tropical_med_b palm_tree_small_a palm_tree_small_b S2P all tropical islands
2 Days Ago
Small engine now switches to a non shadow casting static mesh at LOD 3+4
2 Days Ago
Added a boat building player inventory loadout Fixed being able to place engines and small ramps in prevent building volumes Removed some client allocations in RepairCostIndicator
3 Days Ago
Merge from main
3 Days Ago
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