139,291 Commits over 4,352 Days - 1.33cph!

9 Days Ago
cannon anim update and IK adjustments
9 Days Ago
merge from main
9 Days Ago
Merge from island_cliff_water_fix
9 Days Ago
Added some water volumes to the cliff areas on tropical island 1+2 to fix thse little pockets of no water No idea what the actual cause is, it doesn't seem to be affected by the ocean topology S2P both islands
9 Days Ago
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9 Days Ago
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9 Days Ago
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9 Days Ago
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9 Days Ago
Added a searchlight debug mode to try and figure out the volumetric animation
9 Days Ago
Merge from main Auto resolved conflicts on cannon.deployed, steeringwheel.deployed, SmallBoatPassenger
9 Days Ago
Atmosphere & triggers.
9 Days Ago
Final lighting sans atmos volume & culler.
9 Days Ago
Zeroed the transmission on this potted plant, because I keep seeing it bleed ambient in interiors. Emission texture tweak.
9 Days Ago
These static candles shouldn't be shadowcasting like that.
10 Days Ago
Lighting prefab.
10 Days Ago
Fixed all kinds of whackery with industrial.ceiling.lamp.on.prefab
10 Days Ago
Lighthouse lighting prefab V2 (not applied)
11 Days Ago
Some movements improvements: smoothed steering input, speed based lateral damping and gait auto promote Also added a rough noclip command so I can move around the gym easily
11 Days Ago
merge from deepsea_fixes
11 Days Ago
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11 Days Ago
Implement indirect instancing profiling module to record debug data, needs .debug to be active atm.
11 Days Ago
Add convar to tweak radius of the vision occluding ball generated by smokes for NPCs
11 Days Ago
Apartment complex b progress
11 Days Ago
mesh.Begin throws errors with invalid primitive counts Fixed a crash with func_button and Sandbox drive system Lets try making r_radiosity default to 4 again Add some sanity checks to map loading
11 Days Ago
Update: shifting job dependency downstream Tests: none, trivial change
11 Days Ago
Update: added AntiHack.AreSpeeding - (almost) fully jobbified version of IsSpeeding Only active with UsePlayerUpdateJobs 3. Needs unit tests, will do that later. Tests: booted on craggy with UsePlayerUpdateJobs 3 and ran around.
11 Days Ago
no more LINQ, added TimeWarnings
11 Days Ago
Baseline, added RidableHorse2 prefab and skeleton
11 Days Ago
Buildfix: type missmatch Tests: editor compiles
11 Days Ago
updating component box performance pass
11 Days Ago
Update: add BasePlayerJobs.CalcPlayerSpeedJob Tests: none
11 Days Ago
Update: add ScatterValueToJob utility job Tests: none
11 Days Ago
Update: add TerrainHeightMap.GetNormalsIndirect Tests: none
11 Days Ago
server_browser_phrase_fix -> main
11 Days Ago
Remove unused phrases
11 Days Ago
Fix a bunch of missing tags on the map creator
11 Days Ago
merge from main
11 Days Ago
merge from deepsea_fixes
11 Days Ago
Changed world.drawbounds to only send ddraw to the player running the command
11 Days Ago
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11 Days Ago
Buildfix: fix up missed renames Tests: unity compiles
11 Days Ago
Add some invalid handle checks to shadow rendering
11 Days Ago
merge cannon_fuseburn to main
11 Days Ago
Remove exit time between reload -> reloaded state in cannon barrel
11 Days Ago
merge from deepsea_fixes
11 Days Ago
Prevent tutorial islands from destroying deep sea portals when closing 🙃
11 Days Ago
exported updated helicopter reardoor idle anim
11 Days Ago
Update: AntiHack now track it's own persistent cache of player states - base player internals redirect to the cache when jobs 3 is set Gets synced when player enters and leaves player cache (even if they're disconnecting). This allows us to change jobs level without mesing up player state. Tests: none, WIP
11 Days Ago
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11 Days Ago
update from main