197,178 Commits over 4,110 Days - 2.00cph!

7 Days Ago
WIP
7 Days Ago
Spherical harmonics baker (L0, L1) to store self shadowing data in foliage vertices
7 Days Ago
Merge from toolgun_deploy_fix
7 Days Ago
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7 Days Ago
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7 Days Ago
Fixed missing toolgun deploy sfx
7 Days Ago
Merge from nametag_streamer_fix
7 Days Ago
Fixed nametags on top of players heads not updating if streamer mode was toggled mid game
7 Days Ago
Merge from mission_create_streamlining/outpost_spawning
7 Days Ago
Fix compile errors
7 Days Ago
Converted the mission info panel to a flex element
7 Days Ago
Add a mission complete screen (pretty wip right now)
7 Days Ago
Created a drop down property drawer for position fields, makes hooking up mission positions a lot easier
7 Days Ago
merge from party_system -> main
7 Days Ago
Added a tab interface to the mission inspector Mission position generators can now be marked as non exclusive, allows us to have multiple player missions use the same point
7 Days Ago
Fix compile errors
7 Days Ago
Add document spawn points to other fishing villages
7 Days Ago
merge from party_system -> main
7 Days Ago
Merge from parent
7 Days Ago
Merge from main
7 Days Ago
Add context menu option to invite users to the party - create a party automatically when inviting someone
7 Days Ago
Merge from compiled_field_fixes
7 Days Ago
Fixed serializable fields being compiled out in: CommunityEntity.UI.FadeOut CommunityEntity.UI.Countdown DDraw FPSLogger EggUpdater ItemStoreItem
7 Days Ago
Add context menu to party members - UI to kick and promote members to party leader Add ability to promote other players to party leader
7 Days Ago
Update party invite modal to look less WIP - add profile picture - improve colors - wait up to 2 seconds before showing party invite to give time for profile picture to load Update HttpImage to expose whether the image is currently loading or finished
7 Days Ago
Ignore party invites from non steam friends
7 Days Ago
merge from main -> party_system
7 Days Ago
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7 Days Ago
Update: AutoTurret - rewrite rotations via matrices instead of TRS - Delete all TRS related stuff (turns out you can't do non-uniform scaling with it :/) - Incorporate transform hierarchy up to gun_yaw This should be slower, but different PC - will re-bench once home Tests: spaend a turret and caused it to rotate different ways
7 Days Ago
trawler ship hull material vcol blends progress, more uving
7 Days Ago
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7 Days Ago
Fix GitHub Desktop's fuckup yet again (lights.rad)
7 Days Ago
Add command to join party by ID
7 Days Ago
separate volume slider for UI sounds
7 Days Ago
Minor cleanups from main Draw console notify text above all other panels Remove leftover debug print Added background to cl_pdump cvar run iterator reset just after EntityRemoved, not before Simplify optional argument checking for Entity:AddGesture/RestartGesture/AddGestureSequence Update lights.rad
7 Days Ago
fix reproj artifact when camera rotation snaps far
7 Days Ago
Add some sanity checks for malformed models that could crash the game (to do w/ textures) Can now build tier0, tier1, vstdlib and some others for x86-64 Build VPK.exe like x86-64 already does Delete replay.dll/replay.so which are unused Update Build-Game.bat Improve V49 model support for VRAD static props -allowdynamicpropsasstatic also allows props without $staticprop VRAD static prop lightmaps respects skins (crash fix as well) + sanity checks for model loading Fixed an issue with format strings
7 Days Ago
fix wobbly reprojection
7 Days Ago
Wall Storage - Updated prefab setup with a proper one, working LODs, Gibs, IO ports and lights
7 Days Ago
M15 Pistol - Small fixes to world model LOD3
7 Days Ago
add separate shadow density scale for cloud atmosphere shadowing
7 Days Ago
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8 Days Ago
configurable cloud haze with height falloff, attempt improvement to sun-moon transition
8 Days Ago
M15 Pistol - Added final world model and LODs FBX, tweaked attachment positions
8 Days Ago
- Removed indirect_instancing.enabled toggle (was broken) - Reverted all modifications to MeshLOD, MeshCull, RendererLOD, RendererBatch and other LODComponents
8 Days Ago
merge from erosion
8 Days Ago
fixing erosion issues waterside and stripe artefacts - corrected slope angle calculation that was causing striped carving at low - introduced procedural carving limit that eliminates waterside carving and just limits max-depth elsewhere
8 Days Ago
day-switch oddity mitigation with gradients (code fix needed for highlight hotspot)
8 Days Ago
VC TOD gradiation of ambient and scattering during sunsets.