139,179 Commits over 4,352 Days - 1.33cph!

10 Days Ago
Fixed store skin tile header text wrapping issue
10 Days Ago
Merge from main
10 Days Ago
Fixed browser not selecting a tab by default (regression from 144689)
10 Days Ago
merge from store_dashboard/menu_loading_changes
10 Days Ago
The main menu pages are now kept open during bootstrap and stacked one after the other. Right before the loading is released, we force rebuild their layout using a FlexScopedUpdate This fixes a bunch of layout issues for pages opened the first time: single line steam inventory, squashed settings entries until we start scrolling... Various cleanup, can now get rid of a bunch of hacks
10 Days Ago
Disable volumetric light manipulation on SearchLight to try and diagnose missing volumetrics in build
10 Days Ago
Merge from bushfix
10 Days Ago
Merge from boxes_dlc
10 Days Ago
Merge from signalcomputercollider
10 Days Ago
Merge from mobile_grid_fixes
10 Days Ago
merge from deepsea_fixes
10 Days Ago
Compile fix
10 Days Ago
merge from deepsea_fixes
10 Days Ago
Make sure you aren't teleported back OOB when coming back from the deep sea Fixes boat exploding when exiting the deep sea near the edge of the map
10 Days Ago
Force the player model to play the deploy animation when switching between entities that use planners
10 Days Ago
Restore the models I deleted from main that are still used in that branch
10 Days Ago
Added BBQ
10 Days Ago
Updated held positions for all guitars + bass
10 Days Ago
merge from main
10 Days Ago
Removed animator from sks
10 Days Ago
Fixed boomerang catch animation still referencing old player model anims, fixes r_prop animating incorrectly when caught
10 Days Ago
Terrain mesh collision cells wip
10 Days Ago
Added world.drawbounds: draw the valid bounds, terrain margin, deep sea bounds and deep sea portals
10 Days Ago
Merge from tunnet_netgroup_fix
10 Days Ago
Compile fix
10 Days Ago
merge from main
10 Days Ago
Added two console commands ClearContainer and ClearContainer_radius
10 Days Ago
Merge from main
10 Days Ago
Automatically generate help text for convars with args that don't have help text in the attribute
10 Days Ago
Fixed disable world prefabs pref not disabling for all paths
10 Days Ago
merge from deepsea_fixes
10 Days Ago
Added some logs to help solve the mystery of the missing deep sea portal
10 Days Ago
merge from main
10 Days Ago
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10 Days Ago
Add RendererBatch to box conditional contents
10 Days Ago
Collision, gibs, prefab setup
10 Days Ago
Fixed negative scale objects in junkyard and launchsite that didn't work with instancing. Created proper mirrored variants
10 Days Ago
Merge: from optim_jobs2_builddepchains - Optim: UsePlayerUpdateJobs2 - BuildDependencyChains is now 40%+ faster and scales better Tests: unit tests, loaded into Craggy, loaded into 2.5k procgen
10 Days Ago
Merge: from main
10 Days Ago
Add a temp hack for missing surface.GetScissorRect Add some invalid handle checks to shadow rendering Remove that unused code Potential micro optimization for trace filter tables Fix MSurf_MaterialSortID check being to aggressive perhaps Minor cleanup Fix last map not loading correctly if it's an addon map
10 Days Ago
merge from main
10 Days Ago
Fix ghostship d still spawning 100% of the crates when the deep sea opens
10 Days Ago
Apartment complex b progress
10 Days Ago
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10 Days Ago
Update(tests): adding Perf_BuildSnapshotDependencyChains Basic test churning throuhg 1 snapshot queue of 1k entities. Mostly shallow hierarchies are fast (20% parented -> 0.15ms), but dense hierarchies are slower(200% parented -> 0.6ms). Tests: ran perf test
10 Days Ago
Moved drop controller and hero modals warmup to the home tab warmup
10 Days Ago
Alternative fix for MSurf_MaterialSortID issue
10 Days Ago
merge from indirect_instancing
10 Days Ago
Fixed NRE and missing objects after toggling Indirect Instancing at runtime. - Don't reuse MaterialPropertyBlock arrays and allocate completely new ones instead. - Keep separate MPB references for per-renderer and per-material blocks and decide which one to use later. - Ignore empty LOD states everywhere it makes sense.