161,003 Commits over 4,566 Days - 1.47cph!

Today
merge from store_gridnre_fix
Today
Merge from main
Today
Remove deprecated UNITY_64 platform checks
Today
Testing rendering foliage cells for shadow areas vs culling per split
Today
Merge from main
Today
█ ▅▊▌ █▇▄▊▇▉▄ ▋▇▊▋▌▋▄▌ ▊▅▅▇▄▆▉▍ ▋ ▉▋▄▇▌▅ ▆▊▍▅▄▊▊ ▉█▊▆▊▉▉▇▋▊▅ ▍▍▄▆ ▌▊▊ ▍▇▇▄▉▉ ▊▍▆▇▅▍▉▍ ▆▄▉▊▋▋▊▍ ▇ █▌▄▍█▍▄▍▌▇▉▅ ▆ ▇▉▍▅▉
Rin
Today
Increase wool armour insert cold protection from 3% to 4%
Yesterday
Run full voxel based flooding of every single base to get a good source of truth of what every base's visibility should be, so we can then sus out faces of building blocks that have missing sockets & incorrect connections
Yesterday
Fix full height walls sometimes having the bottom face connecting to the top face of a neighboring wall
Yesterday
Starter car parts spawned in cars now spawn with 40-75% condition (was 15-50)
Rin
Yesterday
Reduce blueprint fragment chance in barrels from 20% to 16.6% Reduce 2 blueprint fragment chance in crate_normal_2 from 25% to 20%
Yesterday
Merge from new_phone_conversations
Yesterday
Undo change to ApartmentBuilding
Yesterday
Codegen
Yesterday
▉▆▋▆▋ ██▅▆▇██ ▊▋▌▆▉█▇ ▄▌▄█ ▄▉▊▇▆▌▄ ▌▍▄▋▇▍▌▊ ▅▍▉▌▋▊▆▊▋ ▇ ▊▉▋▉▊█ ▊▉ ▋▋▊▅▅▆▆ ▅▉▉█▍ █▍▇▍▇ ██▄▆ ▋▌▍ ▌▄▉▇▇ ▇▆▉ ▄▋▅▅▍▍▌▇ ▊▊▅ ▊▅▌▌▊ ▅▋▅▅▍▊ ▇▍▍▋▇ ▄ ▊▌ ▋▆▆▍▍▊▋▆▄▇▊▅▇▊▊ ▅▋ ▄▅▌ ▅▊▅▅▉██▆▆▆▊▋▊▋▌▍▇▆▍ ▅▍▍▋▋▉▌▆▊▇▋▍▇▍▌▊▅▄▅▇█▆▉▍▌▋▌█ ▉▋▊▋▉▄
Yesterday
Add phone conversations for - Weather forecast (stated forecast not always reliable by design) - Travelling vendor time remaining/time until - Power grid status - Apartment rooms available
Yesterday
▉▊▇▌ ▌▋▉▅▍ ▉▄▍▇▋█▄▋▆▇▆▊▉ ▅▇▇▇▊▍ ▇█▄▇▅▊▊ ▌▆▆▋▌▄▇▊ █▆▌▅▆█▆ █▊▅▄▆▄█▄ █▉▄ ▉▋█▉▊▋ ▊▅▊▋██▉▆ ▇▍ ▊▅▉▆▇▉▄▍█▆ ▅█▊▇▆▌▆▋█▉ ▅▍▉▅█▅ ▌█▍▅ ▊▌▍▄▌▌▍▇▋▄▊▉▄█ ▉▆█▆▉▊▆▋ ▋▋▋▋▉ ▇▋▅▊ ▉▍▇▉▇▉▉▉▇ ▌▍▍█▌▊▌▅▉ ▆▊▉▍▇ ▍▌▄▅▆▄▆▉▉
Yesterday
merge from vclouds_optim
Yesterday
vclouds optimizations: - move ExecuteCommandBuffer() call to generate weather textures from LateUpdate() into rendering code callback, calling it in LateUpdate() created a thread sync point - completely skip rendering the cirrus cloud layer as it's unused (wasted some GPU time) - fix rounding math for compute group sizes, also add a bounds check in the main CloudMarch shader
Yesterday
Merge from wolf_eye
Yesterday
Adjusted the wolf night time eye effect to be more of a pale white instead of green Didn't change the other animal eyes visually but improved the LOD behaviour
Yesterday
- viewmodel anim updates - controller updates (no need for sep ADS fire and dryfire with no stock mode) - anim event timing tweaks
Yesterday
▌▉ █▇▋▉█▉▅ ▄▌██▄ ▉▊▋▍▅ ▉▊▋ ▍▍▋▌▉ ▊█▌█▉▇ █▅ ▉██▉▌▊▇ ▉▊▉▋▋▅▋▇ ▊█▄▊▌▄▊ ▉▊▌▍▋▅ ▆▉▇▄ ▄▍ ▄▆▇ ▇▇▍ ▇▅▆█▍▄█ ▌▄ ▅▄ █▋ ▊▅▍▌▌▊ ▌▌▅▇▅▅▊ ▋▆ ▋▅▇▅ ▋▋█▌▇▅▊▋ ▉▍▅▄█▌▇
Yesterday
Rename hl2_linux to gmod_linux Fix VPK/StudioMDL outputting to wrong folder on Linux32 Apply correct RPATH to Linux exes and so's, so no launch script needed * Still need the launcher for Steam though.. * 64bit Linux Dedicated Server runs and can be joined Delete unused src/linux/ folder Linux64 bit client progress * Disable Awesomium for 64bit Linux client builds * 64bit gmod_audio builds * Fixed some compile warnings Remove some pointless/broken options from StudioMDL * -x360, -nox360, -nop4 and -ihvtest Minor cleanups CmdLib implementations for Linux * StudioMDL builds fully for Linux Implement correct Sys_GetExecutableName for Linux * StudioMDL does not require manual -game parameter on Linux
Yesterday
Merge from livestock_animals (shears animations)
Yesterday
Merge from box_collider_authoring
Yesterday
Revert all biofuel asset changes and remove the test asset
Yesterday
Allow fog density convars to be sent from server again
Yesterday
Merge from main
Yesterday
Deleted 25 rocks placed 2.5km under the terrain in the excavator monument S2P excavator
Yesterday
Disable researchable and craftable Fix sight mod overriding ADS values when stock is collapsed
Yesterday
Restored codegen
Yesterday
Preload 324 cow and sheep sounds like the other animals Avoids a ~1.2ms hitch the first time each clip plays, memory impact is only around 3MB
Yesterday
▇▅▅▊▋▇ ▉▉▇▌ ▊▆▇▊▅▍▉▆▉▄▋▇▆▆▉▊▊▄▇▅▇▋▉▍█▉
Yesterday
▌▌██▇█ ▄ ▄▆▉▍ █▊▅█ ▆▅▊▉ ▊▊▅▄▌█ ▄▌▇▄▇▍ █▅▍▅▉ ▇▌▊ ▋▍▍█▄▇█▍▌▉
Yesterday
Update individual room test data for base occlusion - this is a random selection of bases from the full map data that was also have, will explore a better way to store it in future but for now it's fine
Yesterday
increase seagull flapping rate
Yesterday
▅▋▉▍▅▇ ▍▉▇▍▋▄▌█
Yesterday
merge from bird_critters
Yesterday
more tweaking for flock patterns
Yesterday
Don't allow monument placement where the terrain blend map will overlap river topology - prevents a rare issue where a monument spawns too close to a river and the water floats
Yesterday
scrap king - updated collider and gibs sounds
Yesterday
mess with some values to make flocks move more like scavenger birds, with flitting movements and less obvious circling
Yesterday
Add shield compatibility when stock is folded
Yesterday
merge from bird_critters
Yesterday
code clean up, added server convar commands for forcing gull groups to startle, and to land added prefab for Seagull Land Point fixed birds sometimes flying through obstacles
Yesterday
S2P both oilrigs, both harbors
Yesterday
add seagull flock interest zones to coastal monument scenes - both oilrigs - both harbor variants
Yesterday
add hook-ins for flock interest & fleeing - bird interest zones can be placed in monument scenes to attract flocks "active" monuments - corpses attract crow flocks (low priority) for a short time - timed explosives make bird flocks flee the area
Yesterday
merge from bird_critters