133,576 Commits over 4,262 Days - 1.31cph!

Yesterday
naval_update -> mountedturrets_fixes (broken everything)
Yesterday
Merge from naval_update
Yesterday
Merge: from triggerparentdelayedexit_optim - Optim: sped up noclip check via OOB broadphase + reduced tick count + added BaseEntity caching Tests: hopped around the boat
Yesterday
Merge: from opt_triggerparent_timeslice - Optim: reduced component accesses and added support for triggerparent.ontick timeslicing Tests: jumped around the boat
Yesterday
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2 Days Ago
naval_update -> mountedturret_fixes
2 Days Ago
merge from deepsea_disabled_fix
2 Days Ago
Fixed deepsea.enable false not killing past saved deep sea - Deep sea manager is now always created regardless of deepsea.enabled - When initialized, if deepsea.enabled is false, deep sea is closed and the manager is destroyed right after
2 Days Ago
JunkpileWaterWorkQueue frame budget now defaults to 0.05ms (was 0.25)
2 Days Ago
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2 Days Ago
removed isMobile flag from VineSwingMountable, stops 700+ mountable fixed updates
2 Days Ago
fixed skinning issues
2 Days Ago
Merge from naval_update, revert oilrig scientists
2 Days Ago
Merge from revert_oildrig_scientists
2 Days Ago
Convared the distance within players wake up boat scientist AI
2 Days Ago
merge from spacestation_storepages
2 Days Ago
merge from spacestation_storepages - added media for building skin and added correct icon to sitem
2 Days Ago
Use old scientists on both oilrigs
2 Days Ago
ai.npc_spawn_on_deep_sea_islands default to false
2 Days Ago
Added Water Bucket Refresh Viewmodel and Worldmodel
2 Days Ago
Added Water Bucket Textures Setup Water Bucket Materials
2 Days Ago
Setup Water Bucket Refresh Folder Structure
2 Days Ago
added in lewis's much better space station building skin cover images
2 Days Ago
space station media for store - not hooked up yet. Space station icon hooked up to sitem
2 Days Ago
Fixing cannon mesh loops
2 Days Ago
Update: reorder clipping entities check to fast-exit on corpses Tests: none, trivial change
2 Days Ago
Clean: remove duplicate IsDestroyed check It's already checked as part of ToBaseEntity and our caching Entity Tests: none, trivial change
2 Days Ago
Optim: TriggerParent - cache ToBaseEntity calls Best case they cost us a hash-lookup + alive checks, worst case - hierarchy traversal. We can make do with alive checks only. Tests: built a boat and rode it, put it in edit and reconstructed a foundation
2 Days Ago
increased culling distance of recycler
2 Days Ago
Use LOD quality setting "Object Quality" in Indirect Instancing to more closely resemble the LOD switching behavior of the old system.
2 Days Ago
Update: don't requiry parent exclusion trigger Tests: none, trivial change
2 Days Ago
Merge: from main
2 Days Ago
Try skipping the extra pass to remove null transforms for an extra 0.2 ms (toggleable via ConVar)
2 Days Ago
Perform application of the motion list transforms in a job for better performance
2 Days Ago
Merge from main
2 Days Ago
cannonball explosion sounds and flight loop
2 Days Ago
Merge from indirect_instancing (also force-disables it for non developers)
2 Days Ago
Set new _INDIRECT_INSTANCING_ON keyword when Indirect Instancing is enabled
2 Days Ago
Mark all Indirect Instancing ConVars as DeveloperOnly. Don't include DeveloperOnly commands in autocomplete.
2 Days Ago
Boost visibility of display back elements
2 Days Ago
Merge from main (to pull in mac_foliage_tearing_fix)
2 Days Ago
Ammo display llight now works again, and apply fade in to light intensity on deploy
2 Days Ago
Merge from mac_foliage_tearing_fix
2 Days Ago
Rebase on /main
2 Days Ago
Fixed server deep sea losing its portal direction, causing potential issues with cargoship and chinook spawn directions
2 Days Ago
- Add option on 'GoToDeepSea' objective types to fail the mission once the deep sea closes. Enabled for the floating city wood delivery mission - Also add option to only allow mission to be started if we are x many seconds away from deep sea wipe/closing. Also enabled for this mission - Mission failure chat message is now translated. Also provided additional context for mission failure by showing the failure reason
2 Days Ago
Cherrypick 50cal fixes
2 Days Ago
Wrap indirect instancing in ifdef to prevent potential issues with default gpu instancing
2 Days Ago
Added NPC and vehicle breakdown to deepsea.printentitycount
2 Days Ago
* Fix randomly disappearing in-motion objects since switching to the new TransformMemory implementation. * Fix randomly disappearing stationary and in-motion objects in the deep sea. * Fix concurrent access exception when in-motion objects are destroyed.