142,270 Commits over 4,383 Days - 1.35cph!

18 Days Ago
Copying something in the server admin player panel only copies the value
18 Days Ago
Codegen
18 Days Ago
aniso and texture filtering import options, fixed inconsistent use of trilinear filtering
18 Days Ago
Pooling support
18 Days Ago
Bowless Crossbow - weapon rack positions, icon
18 Days Ago
Adding bowless cross bow world model rig
18 Days Ago
Bowless Crossbow - updated worldmodel missing small parts
18 Days Ago
Bowless Crossbow - updated worldmodel
18 Days Ago
Shadow caching now works with spot lights
18 Days Ago
Delete test item
18 Days 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
18 Days 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.
18 Days Ago
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18 Days Ago
temp gibs
18 Days Ago
Add satellite specific explosion (temp)
18 Days Ago
Search bars only capture escape if they are selected and have content
18 Days Ago
Increase move/spin speeds
18 Days Ago
Add some very temporary VFX
18 Days Ago
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18 Days Ago
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18 Days Ago
Merge from main
18 Days Ago
Merge from main
18 Days 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
18 Days Ago
Merge from terrain_renderer
18 Days Ago
Fix shader warnings in terrain compute (prevent possible edge case issue)
18 Days Ago
Update PipeMesh job handling to use VertexBufferParams isntead of SetVertices/SetTriangles Saves 18kb of GC generation when creating a pipe mesh
18 Days Ago
Merge from main
18 Days Ago
Fixed duplicated job animations in Body > Walk blend tree Also reset the walk animations to speed = 1
18 Days Ago
Fix player footsteps playing when water wheel is moving too slowly for them to make sense Add additional water loop to match particle effects for water wheels being pushed by players while in water
18 Days Ago
First pass on admin vending machine support
18 Days Ago
Adjusted texture size of shop A sign so it doesn't get rejected on the server Fixed OwnerID of entities not being sent out to clients if the old OwnerId !=0 and the new id == 0 Fixed lock logic for signs
18 Days Ago
Improve default HUD text scaling at 4K Fix loading screen size after screen resolution change DImage applies ANISOTROPIC mag/min filters Try to make the notification library work with different screen resolutions * It was overlapping ammo HUD @ 4K, so we make the position use screen % and scale the text with screen height Apply static prop scale to lighting origin * No idea if this changes anything, but CS:GO does it, so we will too. Changes IVModelInfo::GetIlluminationPoint Apply soup based physics scaling Fixed damage indicator HUD size after resolution change not in-game
18 Days Ago
Fixed leftover faces from interior/exterior kiosk splits
18 Days Ago
assign stage-break effect for wood-piles
19 Days Ago
Merge from main
19 Days Ago
New solution for persisting held entity animations on the playermodel Seems to fix previous issues where those animations would not always clear correctly
19 Days Ago
Merge from main
19 Days Ago
power consumption set to a tentative 5
19 Days Ago
Clamp dungeon layer calculation in NetworkVisiblityGrid.PositionToLayer so there's no index out of bounds exception when entities exist at y >= 1500 If mods want to take advantage of the dungeon layers they can use the ones from 1000-1500, there's more than enough space already
19 Days Ago
adjust bounds, move io input, add dismount on unpowered
19 Days Ago
Bone armour female version update
19 Days Ago
Bowless Crossbow - worldmodel and LODs
19 Days Ago
Defensive upgrade now adds +bonusSlots to actual crafting roll result. Default is +1
19 Days Ago
Apartment stove FX & lighting prefab & related files. Perma-enable attached it to the prefab, for now.
19 Days Ago
Bugfix: don't overwrite callstack depths for frame 0 with values for other frames when multiple frames are found Tests: ran Export2FramesTorn - it passes and looks correct-ish (same wrong offset as in Export2Frames)
19 Days Ago
Bugfix(tests): fix invalid test logic in ExportExtraEnd2Frames - renamed ExportExtraEnd2Frames to Export2FramesTorn - added Export2Frames (shows invalid frame start - this is new) Tests: ran unit tests, failures where expected
19 Days Ago
exported latest crossbow bowless viewmodel  anims and updated rig
19 Days Ago
Fixing skinning for gingerbread man suit
19 Days Ago
Added ItemModContainerArmorSlot to 90+ additional clothing items so they can receive slots exclusively from the defensive upgrade. (list will need sanity checking if we do take this route)
19 Days Ago
Merge: from networkgrid_iterationspeed_changes - Optim: lazy allocate internals of NetworkGroup to save memory (adam.k's findings) Tests: flew around on craggy, opened deep sea and entered-left, printed entity counts of deep sea, shot scientists in the distance