139,137 Commits over 4,474 Days - 1.30cph!

10 Months Ago
merge from industrial_pipe_batching -> main
10 Months Ago
Add `print_memory_batching_detailed` command to print out memory usage of individual batches - can supply filter to filter based on material name
10 Months Ago
merge from industrial_pipe_batching -> main
10 Months Ago
Make `batch_industrial_pipes` a non-admin convar
10 Months Ago
Add `print_memory_industrial` and `print_memory_batching` commands to show how much memory is being used by batching and industrial pipe meshes respectfully - batching will include both inactive renderers and active renderers since mesh memory is still used while the renderer is turned off
10 Months Ago
Slightly optimise command reordering
10 Months Ago
Jobified instance reordering
10 Months Ago
Minor improvements to Lua's render lib * Prevent potential issues/minor memory leaks due to Lua errors in some functions (render.DrawQuadEasy, render.DrawScreenQuad, render.PushCustomClipPlan) * Change render.DrawQuadEasy to use better optional argument handling (potentially breaking if mods do silly things) Minor cleanups Added render.GetFogMaxDensity Added a self-check to CBaseHandle::Init Fixed 2 minor compile warnings Defer OnRequestFullUpdate if not in main thread GHA/Steamworks prepwork for network_test branch Fixed potential nullptr server crashes in networking Minor cleanup/compile warning fix Fixed a potential issue with bad BSP embedded files asset:// supports .svg Reject non texture customization files Win32 unicode file search support (disabled) file.Open will block any of those characters anyway, so this was a waste of time, but just throwing this in, in case its useful in the future
10 Months Ago
merge from optimize_sprinklers -> main
10 Months Ago
Fix compile error
10 Months Ago
Add `skinned_placeholder` convar to control if sprinklers will use static placeholders or not - default enabled - refresh_renderers will update placeholders if convar is changed
10 Months Ago
Fix compile errors
10 Months Ago
Update: convert error logs to error-once logs The current changes mitigate the problem, which will allow peeps to play longer while we chase up what's going wrong. Tests: none, trivial change
10 Months Ago
Update: adding more logging in an attempt to catch baseplayer NREs Tests: 2p local session with spectating, disconnects
10 Months Ago
Merge from boat_building
10 Months Ago
Cannons can only be mounted on finished boats. Call base mount showif checks. Refactor BallistaGun Menu_Mount_ShowIf so cannon can call base checks without the ballista specific checks.
10 Months Ago
RPG7 - Added baked viewmodel
10 Months Ago
Set dressing polish and some boosted bounce lighting in floating city 3
10 Months Ago
Added boat building station deployment guide prefab with latest artwork
10 Months Ago
Merge from boat_building
10 Months Ago
Merge from part_caching
10 Months Ago
Fixed barge surfaces not being picked up by HLOD (except casino). Rebaked HLOD in floating city 1 and 3.
10 Months Ago
Switch more stuff to using cached parts
10 Months Ago
Merge from parent
10 Months Ago
Re-add hull flag, set on hull blocks.
10 Months Ago
10 Months Ago
Added CachedBoatParts<T> Cache lists of blocks, anchors, sails for now.
10 Months Ago
Merge from main
10 Months Ago
Casino barge decks
10 Months Ago
added an elevator shaft to the casino roof in FC4
10 Months Ago
standalone underground elevator lift shaft prefabs, models and baked LODs - to be used as a static elevator in monuments
10 Months Ago
raised security tower cover
10 Months Ago
level submit
10 Months Ago
Codegen
10 Months Ago
removed Deferred Mesh Decal script from mesh object parent
10 Months Ago
removed double LODing method on prefab causing errors
10 Months Ago
supply signs lods, collision
10 Months Ago
Casino LOD/COL/Prefab progress
10 Months Ago
HLOD and s2p for floating city 3
10 Months Ago
Merge from main
10 Months Ago
Compile fix
10 Months Ago
merge from contactsmenu_fix
10 Months Ago
merge from menu_workshop_fix
10 Months Ago
merge from steaminventory_warmup_fix
10 Months Ago
merge from store_nre_fix
10 Months Ago
merge from premium_text_fix
10 Months Ago
merge from wirecolor_nre_fix
10 Months Ago
Clean: leaving a TODO note for one I return to this
10 Months Ago
Fix not being able to place barricades on icebergs, icesheets, shore ice when close to a monument
10 Months Ago
Clamp displacement radius, fix seemingly bugged alpha blend mode, bring back displacement decay using DstColor multiply