146,682 Commits over 4,444 Days - 1.38cph!

2 Months Ago
added workbench tier 1/2 reinforced upgrades textures/materials + LODs (gibs still need to be made)
2 Months Ago
DDraw.Arrow passes distanceFade and zTest params to the Line() call correctly (was just repsected by the arrow head)
2 Months Ago
basis for bridge generation, just finding bridge segments on road paths and breaking down into entry/middle/exit sections
2 Months Ago
Bugfix: when exporting a snapshot from recorder scopes skip fast-forward logic to 0 callstack depth Tests: recorded coroutine, was able to see all 3 log calls (before yield, after 1st yield and before yield break). But something's corrupting memory for subsequent perfsnapshots
2 Months Ago
Added support for interleaved cached shadow rendering and added a new set of convars for controlling shadow caching settings
2 Months Ago
merge from playerrigupdate2
2 Months Ago
Merge: from serverprofiler_recordscope_pause Need it for experiments with profiling coroutines
2 Months Ago
Hook up mortar to overlay, setup pitch/yaw rotation on mortar, fix not being able to get close to the mortar because of old colliders, fix pitch clamp to match mortar angles 0-45. Start cleaning up and removing a lot of objects from the old prefab.
2 Months Ago
Add a generic overlay to use with mortar's distance text - basically just binocular overlay without the scope.
2 Months Ago
shorten io info text for scaling issues
2 Months Ago
Visibility on heavyplate jacket and pants
2 Months Ago
merge from waterwheel_headbob
2 Months Ago
fix error rendering reflection probe when vclouds were disabled
2 Months Ago
Reposed heavyplate jacket, gauntlets and pants, added tshirt and trousers
2 Months Ago
made ProceduralMapRoadSimple usabel
2 Months Ago
storing "point types" in PathInterpolator to let per-usecase definitions of types along path points - initially only having circular road ring define some path types for BridgeExitEntry and BridgeSegment to have it sit above water instead of bringing terrain up to it
2 Months Ago
kiosk shop sign lods and view distances/resolution for painting
2 Months Ago
Bugfix: prevent taking perfsnapshots if a recorder scope is currently active and vice versa - also fix recorder triggering NREs because it tries to run perfsnapshot code Tests: ran profiler scope spanning multiple frames. Checked output, it's not making sense, investigating deeper
2 Months Ago
Added support for variable frame rate shadows based on distance from the light to the camera
2 Months Ago
Merge: from main
2 Months Ago
Fixed offset on male socket of floor frame grill
2 Months Ago
Fixed server map not showing in connect modal
2 Months Ago
Fixed friend text size in session modal Cleaned up icon submeshes too
2 Months Ago
Copying something in the server admin player panel only copies the value
2 Months Ago
Codegen
2 Months Ago
aniso and texture filtering import options, fixed inconsistent use of trilinear filtering
2 Months Ago
Pooling support
2 Months Ago
Bowless Crossbow - weapon rack positions, icon
2 Months Ago
Adding bowless cross bow world model rig
2 Months Ago
Bowless Crossbow - updated worldmodel missing small parts
2 Months Ago
Bowless Crossbow - updated worldmodel
2 Months Ago
Shadow caching now works with spot lights
2 Months Ago
Delete test item
2 Months Ago
Make sure loadouts are refreshed when connecting to a new server New or removed loadouts also mark the window as dirty for all admins
2 Months Ago
Added "Reduce Startup Yield Times" setting to editor playmode speed-ups section (defaults off). Switches the 9 Bootstrap yield 0.1s for 0.01 when running in the editor. Saves 0.8 secs for editor bootups.
2 Months Ago
temp gibs
2 Months Ago
Add satellite specific explosion (temp)
2 Months Ago
Search bars only capture escape if they are selected and have content
2 Months Ago
Increase move/spin speeds
2 Months Ago
Add some very temporary VFX
2 Months Ago
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2 Months Ago
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2 Months Ago
Merge from main
2 Months Ago
Merge from main
2 Months Ago
New PipeMeshGroupManager, supports merging multiple IO pipes into a single mesh for better performance Uses the same underlying job system to generate the mesh, just at a bigger scale
2 Months Ago
Merge from terrain_renderer
2 Months Ago
Fix shader warnings in terrain compute (prevent possible edge case issue)
2 Months Ago
Update PipeMesh job handling to use VertexBufferParams isntead of SetVertices/SetTriangles Saves 18kb of GC generation when creating a pipe mesh
2 Months Ago
Merge from main
2 Months Ago
Fixed duplicated job animations in Body > Walk blend tree Also reset the walk animations to speed = 1