141,196 Commits over 4,383 Days - 1.34cph!

5 Days Ago
Fix shader warnings in terrain compute (prevent possible edge case issue)
5 Days Ago
Update PipeMesh job handling to use VertexBufferParams isntead of SetVertices/SetTriangles Saves 18kb of GC generation when creating a pipe mesh
5 Days Ago
Merge from main
5 Days Ago
Fixed duplicated job animations in Body > Walk blend tree Also reset the walk animations to speed = 1
5 Days Ago
Fix player footsteps playing when water wheel is moving too slowly for them to make sense Add additional water loop to match particle effects for water wheels being pushed by players while in water
5 Days Ago
First pass on admin vending machine support
5 Days Ago
Adjusted texture size of shop A sign so it doesn't get rejected on the server Fixed OwnerID of entities not being sent out to clients if the old OwnerId !=0 and the new id == 0 Fixed lock logic for signs
5 Days Ago
Improve default HUD text scaling at 4K Fix loading screen size after screen resolution change DImage applies ANISOTROPIC mag/min filters Try to make the notification library work with different screen resolutions * It was overlapping ammo HUD @ 4K, so we make the position use screen % and scale the text with screen height Apply static prop scale to lighting origin * No idea if this changes anything, but CS:GO does it, so we will too. Changes IVModelInfo::GetIlluminationPoint Apply soup based physics scaling Fixed damage indicator HUD size after resolution change not in-game
5 Days Ago
Fixed leftover faces from interior/exterior kiosk splits
5 Days Ago
assign stage-break effect for wood-piles
6 Days Ago
Merge from main
6 Days Ago
New solution for persisting held entity animations on the playermodel Seems to fix previous issues where those animations would not always clear correctly
6 Days Ago
Merge from main
6 Days Ago
power consumption set to a tentative 5
6 Days Ago
Clamp dungeon layer calculation in NetworkVisiblityGrid.PositionToLayer so there's no index out of bounds exception when entities exist at y >= 1500 If mods want to take advantage of the dungeon layers they can use the ones from 1000-1500, there's more than enough space already
6 Days Ago
adjust bounds, move io input, add dismount on unpowered
6 Days Ago
Bone armour female version update
6 Days Ago
Bowless Crossbow - worldmodel and LODs
6 Days Ago
Defensive upgrade now adds +bonusSlots to actual crafting roll result. Default is +1
6 Days Ago
Apartment stove FX & lighting prefab & related files. Perma-enable attached it to the prefab, for now.
6 Days Ago
Bugfix: don't overwrite callstack depths for frame 0 with values for other frames when multiple frames are found Tests: ran Export2FramesTorn - it passes and looks correct-ish (same wrong offset as in Export2Frames)
6 Days Ago
Bugfix(tests): fix invalid test logic in ExportExtraEnd2Frames - renamed ExportExtraEnd2Frames to Export2FramesTorn - added Export2Frames (shows invalid frame start - this is new) Tests: ran unit tests, failures where expected
6 Days Ago
exported latest crossbow bowless viewmodel  anims and updated rig
6 Days Ago
Fixing skinning for gingerbread man suit
6 Days Ago
Added ItemModContainerArmorSlot to 90+ additional clothing items so they can receive slots exclusively from the defensive upgrade. (list will need sanity checking if we do take this route)
6 Days Ago
Merge: from networkgrid_iterationspeed_changes - Optim: lazy allocate internals of NetworkGroup to save memory (adam.k's findings) Tests: flew around on craggy, opened deep sea and entered-left, printed entity counts of deep sea, shot scientists in the distance
6 Days Ago
Fix croc diving and charging
6 Days Ago
Update(tests): add ExportExtraEnd2Frames Test passes but looks incorrect Tests: ran unit tests
6 Days Ago
Add support for CraftedWithDefensiveUpgradeOnly. Setup beenie hat item as a test.
6 Days Ago
Bugfix: potentially support exporting profile of Recorder started inside a method and finished outside Need to write more tests to validate it works across frames - not confident about it. Tests: ran ExportExtraEnd - passes. ran all others - still valid
6 Days Ago
enable screen edge fade on eyeAO materials
6 Days Ago
computer station IO setup - no IO for static computer stations
6 Days Ago
add toggle for refraction screen edge fade behavior
6 Days Ago
Fix croc swim speed
6 Days Ago
Remove unecessary double reset of croc swim depth, remove log spam in sense component
6 Days Ago
Fix animals slowing down to a crawl when fleeing
6 Days Ago
Update(tests): emit valid timestamps when running profile exporter tests Tests: confirmed seconds-scale ranges in perfetto
6 Days Ago
Mannequin poses
6 Days Ago
Fix a few shader compilation errors with rare variants
6 Days Ago
Make mortar 3 functional: - swap out the script to allow for overriding behaviour. (empty for now) - hook up mortar shells as ammo - fix missing references for animator, ammo, fuse
6 Days Ago
Bugfix: handle cases where main thread doesn't have any profiling marks Veeeeeeery unlikely event to happen, but should be supported Tests: ran ExportEmptyMainThread test - it now passes
6 Days Ago
Fix animals looking behind unnaturally, bring back the fix from previous implementation
6 Days Ago
added a bunch more boat layouts for testing
6 Days Ago
Reduce guaranteed slots from defensive to 1
6 Days Ago
New(tests): ProfileExporter unit tests Synthesizes basic profile streams and sees if it sucesfully exports them, without checking contents. Tests: ran tests, 2 fail. inspected some outputs of passing ones
6 Days Ago
merge from render_pipeline_testing (reflection fix)
6 Days Ago
fix vclouds not showing up in water reflections in BiRP
6 Days Ago
basis of test to print table of front-on drag of a set of different copypaste boats, going to be used for retuning drag-by-angle values
6 Days Ago
6 Days Ago
Industrial Autoturret - Updated textures