224,144 Commits over 3,684 Days - 2.54cph!

9 Days Ago
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9 Days Ago
Added profiling and stat command to investigate potential zone leaking.
9 Days Ago
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9 Days Ago
Add TryUnstuck to Player movement
9 Days Ago
merge from patrol_helicopter_health_reset
9 Days Ago
Moved Editor folder, updated .gitignore to reflect new changes
9 Days Ago
Eliminated BaseCombatEntity.Hurt GC alloc
9 Days Ago
Fixed BaseProjectile.DelayedModsChanged profiler sample mismatch
9 Days Ago
Content > Assets
9 Days Ago
some walkways set model fixes (sg's, holes) better staircases for radtown storage building large s2p
9 Days Ago
GPU Shadow Culling (#1523) --------- Co-authored-by: Matt Stevens <matt@mattstevens.co.uk>
9 Days Ago
Remove all atlas downsampling bullshit, not even being used Was accidentally creating new lightbinner (without light info I needed too) every frame :S CSceneSystem::GetLightBinnerStandard() is "FindOrCreate" while from CSceneView actually gets the actual one GPU Shadow Culling POC: Don't render shadows that are not visible by GPU depth bounds sc_show_rejected_lights enum support for VFX HLSL We dropped DX11 support so we can support it without a worry microsoft/DirectXShaderCompiler/wiki/Language-Versions#hlsl-2017 r_gpu_shadow_culling cvar, parallelize static light visibility tests Cone intersection for tiled light culling Bloat cones a wee bit, still do sphere culling for point lights Move culled lights list for shadow culling to lightbinner rather than shadowcache, lightbinners are guaranteed to be per view (first order, first served though), this lets multiview work for culled lights https://i.imgur.com/JwxhgOJ.png Only show the considered lights in the debug view, we don't cull the unconsidered lights so it'd show them as unculled Cast shadows of non culled lights, not culled lights.. wtf? Only debug draw actual shadow casters, add spot light debug drawer Fix debug views for dynamic lights, update comments
9 Days Ago
Fix debug views for dynamic lights, update comments
Leaderboard backup, run #11130
9 Days Ago
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9 Days Ago
Fix target detection triggers for turrets on nexus ferry being very far away from the turrets
9 Days Ago
Fix foundation not replacable under a roof - ensure foundation can't be placed clipping into roofs https://files.facepunch.com/jakerich/DiEvbg8FtDsQvCkQ/ZXt1WMKFWMUmUu0d.png https://files.facepunch.com/jakerich/ba6PAFGqdbJdQgs8/xFa89R274Dbx7H8o.png
9 Days Ago
Fixed reload option when selecting a minigun in the inventory not translating properly
9 Days Ago
Adjust prompt on minigun reload tip to mention workbench lvl 2/3
9 Days Ago
Award tutorial gun achievement when opening the rate rather than via physics trigger, should be more reliable?
9 Days Ago
S2P both stables and fishing villages
9 Days Ago
Fix 'Saved = true' being set for the new function
9 Days Ago
Add `refresh_nickname_cache` to force manual refresh of steam nicknames
9 Days Ago
Force the nickname cache to refresh when connecting to a server to give steam every chance in the world to download nicknames
9 Days Ago
Script setup on tools
9 Days Ago
More map marker size adjustments
9 Days Ago
Remaining throwables w/ script setup
9 Days Ago
Fixed one of the cake candles getting blown out out when you run far
Leaderboard backup, run #11125
9 Days Ago
Don't allow missions to end if the player doesn't have enough slots in their inventory for all of the rewards (includes any applicable bonus rewards) Show an error toast in this case Toasts can now appear while the player is in a conversation
9 Days Ago
Shrink vending machine clusters that are too close to mission marker clusters
9 Days Ago
Conversation screen can now be closed with escape
9 Days Ago
Change "build" naming to "export", makes more sense Wizard cleanup Share wizard code between publish/standalone
9 Days Ago
Gizmo.Control.BoundingBox
9 Days Ago
Constant roam Get random point closer to agent Use a bounding box for npc spawn
9 Days Ago
Initial standalone build wizard Standalone player exe Export into `data\` Copy all the stuff we want from core, base, citizen, bin Application.IsStandalone, don't try to load menu project if standalone Load from manifest, un-hardcode paths Fix paths, temporarily copy sbproj We should be able to get away with not copying these manually, asset system should handle it We need a few files from core, though Clean up, slightly improved wizard Don't hard-code these paths, do all setup inside StandaloneAppSystem Standalone wizard shows basic ETA Better ETA Mount everything we need, gets us as far as at least loading scenes (even if they're missing all content) Include gamecontrollerdb.txt in standalone build Build queue before copying (so we get compiled assemblies) Temp copy video.json (because I'm sick of it launching in fullscreen) Split out data dir and game data dir Don't need to save off absolute game data path, just use relative path Temp copy some more stuff data/ conflicts with existing path, use export/ instead Load assembly, filesystem Copy base UI textures and fonts Cleanup Move standalone-specific stuff into StandaloneGameInstance Test fetching all code manifests Interop as array Safe copy Log copies Use code resources where we can Only copy compiled code resources Don't copy tool dlls Cleanup Standalone games that don't use citizen won't copy or mount content (saves 1GB, builds faster) Clean up, try to get as much of this standalone stuff as contained as possible Copy all core models too (mainly for box, sphere models) Wizard UX improvements Paths cleanup Rebase fixes Fix paths for new folder layout
9 Days Ago
Remove keycard on use Destroy fire if lasts too long NPC now roam
9 Days Ago
Fix nexus map not filling the screen when zoomed out on ultrawide displays
9 Days Ago
Added support for 'AssetModificationProcessor' interface, which now keeps track of added and removed assets, allowing the tracker to process those entries
9 Days Ago
Refresh list of nicknames every 30s for the first 2 minutes of gameplay, then move to refreshing steam nicknames every 5min
9 Days Ago
Fix client crash when loading clan score events
9 Days Ago
Citizen/animgraph: added WalkFast_NW & WalkFast_W + updated animgraph
9 Days Ago
Fix minigun deleting ammo when it runs out of durability and deletes itself (by putting ammo into inventory)
9 Days Ago
Shadergraph: Add depth node
9 Days Ago
These two clothing icons were missed in the layout change
9 Days Ago
Add `breakheld_almost` command to put the held item to 1 durability
9 Days Ago
Update Facepunch.ActionGraphs Use ActionGraphCache when cloning / instantiating GameObjects
9 Days Ago
Test scene for benchmarking cloning objects with ActionGraphs attached
9 Days Ago
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9 Days Ago
Clamp navmesh heightfield size to sane values to avoid alloc crash