136,080 Commits over 4,444 Days - 1.28cph!

2 Days Ago
Compile fixes, metas, codegen
2 Days Ago
Root motion data stuff
2 Days Ago
Update(tests): add TestGetHeightsIndirect_UV_Overworld and TestGetHeightsIndirect_UV_DeepSea tests Tests: ran all unit tests
2 Days Ago
Fix crash in DrawProcedural() due to wrong shaderPassId
2 Days Ago
added sprint sub system script to blunderbus,lmg,l96,m39,waterpipe shotgun,hm smg, sks entities and exported/linked unique 3p sprint idle pose for each weapon
2 Days Ago
merge from main
2 Days Ago
Update: TerrainHeightMap - redirect all height and normal calcs to go via HeightMapData impl - Renamed HeightMapData.GetHeight -> GetHeight01 Tests: all unit tests pass, perf tests results seem same
2 Days Ago
Glowing Wallpapers - foxfire wallpaper initial setup
2 Days Ago
Update: fill in some missing overloads in TerrainHeightMap - get rid of commented methods Tests: ran unit tests
2 Days Ago
adding roll container prop
2 Days Ago
Normal testv2
2 Days Ago
Removed Tests/Open Property Drawer Test Window Was introduced by the TMP update, never gonna use and its a stupid path
2 Days Ago
merge from horse_cactus_fix
2 Days Ago
Clean: replace GetHeightsFastIndirect with GetHeightsIndirect - also fix a bug with invalid indexing - TerrainMap<T> now exposes internal src buffer as a ReadOnly view Starting cleanup effort, rough path ahead Tests: ran unit tests
2 Days Ago
Fixed player dying instantly when touching a cactus while mounting a horse Could happen rarely when the rider sat on the edge of the cactus TriggerHurtEx trigger. When mounted, the mount sync force updates the player triggers every frame, so the overlap test flickered in and out of the trigger and fired OnTriggerEnter Can happen with any mountable in theory, just more common with horses TriggerHurtEx now debounces damage applied to the same entity multiple times in a single frame
2 Days Ago
Typo fix
2 Days Ago
Phrases
2 Days Ago
merge from PlayerMaintainedMonuments
2 Days Ago
Further spraycan refactor progress Entities restrict whether they are in a valid state for reskinning by overriding CanBeReskinned / CanBeRedirectSwapped Unified the way the reskin error toasts are sent, added 2 more - getting toasts when a reskin failed is now more consistent vs just not being able to open the menu Fixed not seeing the amount of seconds you need to wait when trying to reskin a recently damaged entity Some cleanup, moved BaseEntity.Reskinning to its own file
2 Days Ago
merge from PlayerMaintainedMonuments
2 Days Ago
Normal test
2 Days Ago
Remove concept of global available power amount for now, instead each powergrid access point has a base amount it provides when powered. Inserted powerplant fuses increase this amount at every access point. Felt like the cleaner way of distributing power regardless of map size and number of access points. Rename powergrid_generator.static prefab as it isn't really a generator Add option to electric generators for what they should do if they require the powergrid but server has powergrid disabled (do we want certain powergrid connected circuits then always powered on or off)
2 Days Ago
Merge from powergrid
2 Days Ago
updates to gas station circuitry/garage door from meeting feedback
2 Days Ago
merge from workshopskinnable_metal_shop_front
2 Days Ago
fixed workshop materials not displaying on metal shop front, also fixed gibs showing correct material. Triangulated mesh and fixed a few unwelded verts
2 Days Ago
main -> snapping_fixes
2 Days Ago
vending_machine_admin_typo -> main
2 Days Ago
Separate typo fix
2 Days Ago
server_item_notifications_streamermode -> main
2 Days Ago
Clean: remove Perf.TestGetHeightFastIndirectOld and related bits Tests: none, trivial change
2 Days Ago
Giving yourself an item via f1/console commands will now respect streamermode and not reveal your actual username
2 Days Ago
CRLF to LF line ending changes for all RRP files
2 Days Ago
Update: switch GetHeightsFastJobIndirect to use HeightMapData.GetHeight instead of inlined logic - removed extra 4 madds by using Fast's index calculation It's slightly slower on 512x512 test (0.9ms -> 1ms) due to Clamp01 calls, but we can afford consistency with GetHeight - will allos us to promote "fast" as "normal" and deduplicate Tests: ran perf tests, compared asm
2 Days Ago
Disable thruster buttons during satelite lerps. Flash targeting circle when locked.
2 Days Ago
Update: rewrite TerrainHeightMapJobs.GetHeightsFastJobIndirect to use HeightMapData - temporarily added Perf.TestGetHeightFastIndirectOld for easier assembly comparison Generates the same assembly, so same perf Tests: ran perf tests
2 Days Ago
Lerp satellite targeting adjustments.
2 Days Ago
Stop deepsea npc shops from showing up in outpost search
2 Days Ago
sell_order_warning_persistence -> main
2 Days Ago
Fix vending administrate 'remove all' dialog from persisting if you disconnect
2 Days Ago
merge from main
2 Days Ago
merge from steam_getitems_optims
2 Days Ago
Fix various motion vector issues (override shaders, depth, skinned meshes)
2 Days Ago
Remove custom motion vector pass from standard shader
2 Days Ago
Update(tests): add perf tests for TerrainHeightMap GetHeight family Surprisingly, the *Fast versions are faster even in burst jobs. I want to rip them out(too many dupes), so going to try to replicate the benefits to common family Tests: ran all unit tests
2 Days Ago
main -> photograph_text_fix
2 Days Ago
Fix photograph notes not updating
2 Days Ago
Cache the known items set because it can be quite large for a player with a lot of items
2 Days Ago
Steam inventory menu only fetch the acquired property
2 Days Ago
Back the store catalog in a dict for faster lookups