134,717 Commits over 4,293 Days - 1.31cph!

Today
Update navigation obstacles (s2p) in water treatment plant
Today
Update navigation obstacles (s2p) in trainyard
Today
Update navigation obstacles (s2p) in excavator
Today
Update navigation obstacles (s2p) in arctic base
Today
Update navigation obstacles (s2p) in airfield
Today
Update navigation obstacles (s2p) in military tunnels
Today
crypt building skin atlas textures and material setup
Component box tools LOD3 tweaks
Run AutoTurret tests at 10k units out of origin so the new idle tick will break in testing.
main -> autoturret_improvements
Today
Blacklisted deep sea rhib and PT boat from auto turret tests
Today
Move most of buoyancy writeback into burst, add burst batch access for flow direction.
Today
Merge from replace_nav_modifiers_with volume, saves around 0.3ms per tick on large procgen, needs to commit monuments one by one for it to fully take effect
Remove ViewmodelCameraAnimationSync component from deploy state on wallpaper viewmodel animator to remove warning about unable to find state Wallpaper third person animator only plays unroll animation on surface type change, not skin changes
Merge from client_performance_session_fix
Today
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Today
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Today
Animator adjustments for binoculars
Today
Binocular animation polish pass
Today
Merge from main
Today
Convar changed during tests are automatically restored to their past value once the test is done
Today
merge from main
Today
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Today
Fixed being able to deploy objects on the top of the small ramp
Today
Optim: use pooling for occlusion groups - prealloc 2k groups in the pool (1 per player and sleeper) Tests: 2p on Craggy - nocliping across various grid cells and checking print_memory stats
Today
Optim: ServerOcclsuion - rewrite how we track occlusion groups - also fixes server occlusion bug which sends out more snapshots than necessary Previously every network group in subscription range of player would create an occlusion group. Now, only occlusion-enabled entities populate their local cells (and their subscriber's local cells) - se get activeplayer+sleepers count max of occlusion groups. Tests: both in UsePlayerUpdateJobs 0 and 2, 2 players on Craggy - ran around across network cells, flew outside of network range, used minicopter to fly into network range, checked sleeper is visible, checked kills clean up internal state. Player got occluded over terrain.
Fix third person wallpaper tool not playing animation when switching surface types Fix all wallpaper tool models being visible in third person until first surface type or skin change
Today
merge from main
Yesterday
Do not forcibly crash the server if `player_connect` event failed to create * Now prints a warning and continues on. Fixed a typo (Serveres => Servers)
Yesterday
TTT: Add TTTRadarScan hook Only queue simple timers if using the same callback func Minor cleanups * Code deduplicate of timer.Destroy alias * Remove code from timer.Create that seems to do nothing useful Handle potential mesh related crashy issue Try to fix decals on high poly models spazzing out across the whole map
Yesterday
Added a default test timeout so tests can't hang forever (can be overriden by TestTimeout) Tests now log the full stack trace when throwing + some cleanup and logs
Yesterday
merge from main
Yesterday
Tools component box mesh, LODs, textures and gibs
Yesterday
merge from artist_pack_dlc parent branch
Yesterday
Phrase update
Yesterday
merge from naval_update
Yesterday
merge from naval_update/deep_sea
Yesterday
Tweaked island billboard distance from main camera far clip plane
Yesterday
merge from main/naval_update
Yesterday
Code refactor, fixed painting LOD issue, Added animation curve to UV offset for polished movement
Yesterday
Make buoyancy write back 10x faster, still needs to be bursted. Fix warnings from temp allocs that weren't needed at all.
Yesterday
Fixed deployable LOD distances for the Scientist plushies. Adjusted worldmodel lod distances for the scientist plushies to match hazmat plushie
Yesterday
turret_ai_dotproduct_fix -> main
Yesterday
Fixed ai turrets (on pt boats) firing off into the distance when an actual target is nearby
Yesterday
boatai_singlegroup_attacks -> main
Yesterday
Deep sea rads bypass the armor Buoys LOD tweaks
Yesterday
Paintable Reactive Target - Added paint collision and paintable meshes, further setup prefabs for painting, needs some more fixing, updated manifest and localization, etc
Yesterday
When looking for scientist boat targets: only target a player if they aren't targetted by another group This stops players travelling through the middle of the deepsea and grabbing every boat ai group at once
Yesterday
ptboat_mountedturret_improvements
Yesterday
- Fixed dryfire sound not working - Fixed IsReloading flag being set to false too quickly - Fixed ammo phrase compile bug