193,466 Commits over 4,079 Days - 1.98cph!

4 Days Ago
Fixed Hammer crash when browsing models
4 Days Ago
Fixed Hammer crash when browsing models
4 Days Ago
Fix Hammer crash when trying to browse models Minor cleanups
4 Days Ago
added lines back in to ground_guide and added corner triangle
4 Days Ago
fixed water culling happening outside the hatch of tunnel entrances
4 Days Ago
Update: prototype of continuous allocation tracking is working - started with profile.watchallocs [Name, default="Allocs"] - can be stopped with profile.stopwatchingallocs Dumps [Name].json.gz with data about allocs and associated callstacks. Still hardcoded to trigger export every 3 frames. Exporter frequently gets lost in the bin stream, and needs to be optimized (craggy has noticeable stutter). Tests: in CLIENT+SERVER editor on Craggy with allocation tracking.
4 Days Ago
merge from main - RC
4 Days Ago
added "up" triangle to floor guide
4 Days Ago
merge from vine_disable_convar
4 Days Ago
merge from vine_movement_nre
4 Days Ago
Fixed vinyl mat missing albedo
4 Days Ago
Skin fixes, changed flooring and ceiling paper default skin
4 Days Ago
merge from main
4 Days Ago
Skinnable setup Split the flooring, wall and ceiling wallpaper skin sets Fixed colliding skin IDs
4 Days Ago
Item setup Manifest
4 Days Ago
Also disable the tree shooting/throw back mechanic if allowVineSwinging is disabled
4 Days Ago
Added server.allowvineswinging convar, will prevent players from interacting with vines (interact prompts will still appear)
4 Days Ago
Possible NRE fixes for vine mountable (no known repro)
4 Days Ago
Found a duplicate camera
4 Days Ago
Fixed ModelVIewer being compiled out of builds incorrectly, causing missing component warnings in builds Prefabs with the "Editor" tag will now be excluded from asset bundle builds, marked all model viewer prefabs with this tag to stop them being included in builds
4 Days Ago
Ensure child classes of SyncVar are picked up in SyncVar Codegen Initial profiling pass. Virtually no memory overhead for send/receive, and very little for the queue (pooled)
5 Days Ago
Fix non packed syncvars attempting to use the cheap int ids used with regular packed sync vars (will try and incorporate this before release)
5 Days Ago
Locally cache a reference to queue sending action for each entity that needs it - use that for invoke repeating and cancel invoke
5 Days Ago
Cleanup start/stop queue methods Return hashset to the pool on stop
5 Days Ago
Vehicle fuel systems now trigger an immediate fuel check when fuel is added or removed Fixes 1-2s delay on vehicles becoming usable after inserting fuel, should now be processed immediately
5 Days Ago
Conditional sync vars now force sending. We use force here due to memory. onditionals could be added to the queue for specific values, and then by the time the queue processes it the value may have changed. Invoking force prevents us from having to maintain a dictionary of values for every entity
5 Days Ago
Server -> Client Syncvars properly syncing up via a fixed repeating queue Cancel repeating invoke on entity destroy Bitmask setup as a uint - 32 sync vars max per class
5 Days Ago
Remove graphics.viewModelCamera convar, will be forced to true Left all code in place in case we need to roll it back
5 Days Ago
Progress on weather fog levels.
5 Days Ago
nil is a valid NW type
5 Days Ago
add way to override weather profile with live editing support
5 Days Ago
Move FogMultiplier to WeatherPreset
5 Days Ago
Can press R to rotate floor and ceiling paper before placement New deploy guide mesh
5 Days Ago
Disable OOB checks for Vectors/Angles they use more complex networking, not flat floats
5 Days Ago
Throw a non halting Lua error when giving invalid types to SetNWVar Throw a non halting Lua error when trying to read net msg past the end Throw a non halting Lua error when hitting Lua file limit So it appears in the problems menu, so the player can know that there is a problem and what it is. Fixed leading spaces in console command not adding to the history
5 Days Ago
merge from main - RC
5 Days Ago
merge from coco_protection
5 Days Ago
Wall window
5 Days Ago
Doorway
5 Days Ago
Fix croc not being able to attack dpv, boogie board, kayak and rowboats
5 Days Ago
Fix croc trying to attack cars and shelters with no success
5 Days Ago
Floor. Additional placeholder building station prefab.
5 Days Ago
Fixed stray coco knight head and glove protections
5 Days Ago
merge from main
5 Days Ago
fix for camera offset when deploying jungle ak viewmodel
5 Days Ago
Fixed train tunnel above ground / below ground rail connections not spawning due to the recent environment volume tweaks
5 Days Ago
Low wall, low barrier
5 Days Ago
Bugfix: fix missing callstacks - Updated binary that contains the fix internally to 6440ec7 (still hardcoded to always capture callstacks) - was due to ABI missmatch - Updated continuous profiler unit test to check for AllocsWithStack and a bit of the data set - Partially updated ProfileExporter, and definitelly borked ProfilerBinViewer Got updated overhead numbers - always capturing a callstack leads to 9micros per allocation cost(even though inflated due to tests adding 38 calls per alloc). Tests: unit tests + perf test
5 Days Ago
Remove corner pieces