134,805 Commits over 4,293 Days - 1.31cph!

7 Days Ago
merge from custom_icon_pooling_fix
7 Days Ago
Fixed a pooling bug with custom item icons
7 Days Ago
Re-apply SocketMod_TerrainCheck changes manually after merge from main Add ConVar `terraincheck_canplaceinsiderocks` to toggle if foundation corners count as valid when clipping inside rocks (default true)
7 Days Ago
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7 Days Ago
Optim: reduce branching in BaseEntity.HasEntityInParents Saves a tiny amount (60micros for 600 checks), but the change is relatively trivial and is used in a bunch of places Tests: spawned 100 boats with 3 sleepers
7 Days Ago
Fixed slightly floating crate on docks
7 Days Ago
Fixed z-flickering under casino stairs Another attempt at fixing disco ball flashing Scene2prefab
7 Days Ago
merge from main -> fix_foundation_clipping_rocks
7 Days Ago
Add god rock & anvil rock on the separate island on craggy for testing purposes
7 Days Ago
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7 Days Ago
travelling_vendor_spawn_prechecks -> main
7 Days Ago
Don't try to spawn a Travelling Vendor if the map isn't big enough to start with
8 Days Ago
Hooked up missing canvas materials
8 Days Ago
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8 Days Ago
codegen
8 Days Ago
Optim: TriggreParent.TickMode 1 - batch swimming checks 100 boats now take 1.6ms max (down from previous 2.1ms, -24%) vs 3.1ms (-49%) of TickMode 0. Tests: built a boat, sank it by shooting, got unparented
8 Days Ago
Update ambient_generic radius description in Hammer Remove status trying to use non existent convars Update Bootil's ZLib (Just testing if it will build on Linux)
8 Days Ago
Merge from main. Bump displayingBoxStorage to 222 to fix protobuf conflict.
8 Days Ago
merge from main
8 Days Ago
sign_painting_ui_escape -> main
8 Days Ago
Corpse setup for explosives component box. Updated bounds, collision + tested both scrap and explosives. Updated manifest.
8 Days Ago
Pressing escape will now save and close the sign painting dialogue (it only saved before)
8 Days Ago
autoturret_improvements -> main
8 Days Ago
Fixed offline tick (turret pointing up) being overriden on the client by the idle tick Ensure loaded turrets respect their client orientation properly
8 Days Ago
Update: expose StableObjectCache internal T[] - had to introduce approx equals to WaterInfo as unit tests were failing (why now?) - consolidated common logic to fix missing shoreline check in batched version (we need unit tests as part of builds) Need it to simplify code around water factor batching Tests: unit tests
8 Days Ago
fixed a floating junkpile in excavator_yaw prefab excavator S2P
8 Days Ago
Remove RTVoice again
8 Days Ago
Corpse setup for scrap component box
8 Days Ago
main -> autoturret_improvements
8 Days Ago
Some deep sea cleanup and pool leak fixes
8 Days Ago
Merge from naval_update
8 Days Ago
Fixed NRE when no results are loaded Fixed Clear Result button not working Load default test list path by default
8 Days Ago
Fix player models continuing to play animations in demos when paused.
8 Days Ago
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8 Days Ago
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8 Days Ago
Map marker edit UI now appears above fog of war
8 Days Ago
Merge from naval_update
8 Days Ago
Merge from main
8 Days Ago
Use min and max for coarse terrain height shadow culling and re-enabled camera and shadowing culling.
8 Days Ago
Merge from main
8 Days Ago
Inventory null check in Mailbox
8 Days Ago
Fixed not being able to switch to softcore on craggy island Don't drop softcore corpses if the deployable is on a player boat
8 Days Ago
Only calculate position and scale once in ImpostorBatching
8 Days Ago
rebase on main
8 Days Ago
Hooked up missing Impostor component and fixed incorrect LOD4 material on: palm_tree_tropical_small_a palm_tree_tropical_med_b palm_tree_small_a palm_tree_small_b S2P all tropical islands
8 Days Ago
Small engine now switches to a non shadow casting static mesh at LOD 3+4
8 Days Ago
Added a boat building player inventory loadout Fixed being able to place engines and small ramps in prevent building volumes Removed some client allocations in RepairCostIndicator
8 Days Ago
Merge from main
9 Days Ago
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9 Days Ago
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