160,247 Commits over 4,566 Days - 1.46cph!

10 Months Ago
Added a new kinematicWhileAsleep option for vehicle settings Enabled for magnet crane
10 Months Ago
add deep sea version for environment volume properties ocean overrides
10 Months Ago
Merge from dropped_item_optim
10 Months Ago
merge from indirect_instancing
10 Months Ago
rebase on main
10 Months Ago
Properly cull underground objects when Indirect Instancing is enabled
10 Months Ago
Progress
10 Months Ago
Rename queue budget
10 Months Ago
Add stressTest_DroppedWeapons, drops the given number of ak's in front of the player, defaults to 500 if nothing is provided Moved DroppedItem.CheckValidPosition into the existing dropped item queue with a 0.05ms budget In theory this should be fine as the raycast goes from the last valid position to the current position, if there's some time between those two events it should resolve itself In a test case of 500 guns this saves about 0.5ms/frame
10 Months Ago
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10 Months Ago
underwater fog lerping respects reflection.forceupdate
10 Months Ago
Fix culling volumes not working with Indirect Instancing by allowing to inject culling decisions from gameplay code. (pre_culled_mask)
10 Months Ago
lightu-up frame setup, including xl and xxl sizes, gibs, collision, needs lods
10 Months Ago
Merge from naval_update
10 Months Ago
Adjust LOD distances on casino structure so that it doesn't get culled before the HLOD kicks in S2P all floating cities
10 Months Ago
Upgrade to Discord social SDK 1.8.13395 Hook up RegisterAuthorizeRequestCallback
10 Months Ago
Don't allow deployable corpses on boat hulls while in edit mode
10 Months Ago
Remove the hardcoded apple image in the fog of war shader if something breaks, will now just show fully occluded Update the death screen if we receive updated fog images from the server
10 Months Ago
ornate frames XL and XXL, tidied up icons, collision, lods, added gibs
10 Months Ago
Refactored code so its more performative, scales better and doesnt contain unnecessary code duplication. Also added a Help string too.
10 Months Ago
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10 Months Ago
50cal_fullammo_spawn -> main
10 Months Ago
Ensure 50 cal turrets start with max ammo
10 Months Ago
rhib_passenger_light_fix -> main
10 Months Ago
NRE fix
10 Months Ago
Add a few new inputs to prop_vehicle_jeep (Jalopy version) * DisableRadarDetectEnemies * EnableHazardLights * DisableHazardLights * NoHazardLights key value * Added "Has Gun" keyvalue to jeep in Hammer * Removed non existent "HUD Locator Precache" spawnflag from Jeep in Hammer Use FGD files * Fixed prop_vehicle_jeep having static prop key values that are not applicable to it * Added some descriptions here and there, where there were previously none * Deduplicated some key value definitions, such as skin and fade distance stuff Added new spawnflag for func_tracktrain - GoldSrc rotation Make plastic materials emit some particles on bullet hit * Affects props like the blue barrel, Lamarr cage, etc.
10 Months Ago
Ensure only drivers can toggle RHIB lights
10 Months Ago
WIP Painting Line draw tool
10 Months Ago
Update: PersistentObjectWorkQueue now gathers a bit more telemetry - also fixes a potential bug with stale data uploading to our backend (another case in ObjectQueue) There's a bug with it being desynced with the rest of the data (it's called last, but in reality is current), will fix later Tests: none, not done yet
10 Months Ago
Paintable Reactive Target - Updated texture size down from 4K to 2K
10 Months Ago
merge from main/naval_update
10 Months Ago
Increase RADAR_CONTACT_TYPE_BITS from 3 to 4 (for sign bit)
10 Months Ago
Try setting ruin door to world layer to fix navmesh bug
10 Months Ago
Paintable Reactive Target - Fixed and improved paintability, cleaned up meshes, updated textures and shaders, updated gibs, simple collisions for static parts, rendered icon and ran icon manifest.
10 Months Ago
merge from deployer_vm_3p_fix
10 Months Ago
Fix building plan appearing untextured in 3rd person when deploying certain items generic_deploy now uses the same setup / viewmodel as the regular planner
10 Months Ago
Reimplement deep water checks in batched buoyancy
10 Months Ago
boat_planner_new_icons -> main
10 Months Ago
Add Lewis's new icons for Boat Building Parts: - Low Wall Barrier - Low Cannon Wall - Low Wall
10 Months Ago
Add "enabled" key to util.GetSunInfo Try to fix IMaterial:GetShader on Linux SRCDS * By storing the shader name on the material, instead of relying on the shader system on dedicated server
10 Months Ago
more prefab setup
10 Months Ago
Fixed boat building planner worldmodel showing regular planner on LOD1 and LOD2
10 Months Ago
Update: runtime_profiler - track pre_lateupdate times It's a category with a bunch of unity internal work that can take a non-trivial amount of time. Should make it easier to identify source of degradation. Tests: dryrun of analytics in editor with runtime_profiling 1
10 Months Ago
main -> naval_update
10 Months Ago
deepsea_disable_drone -> main
10 Months Ago
Stop players from being able to attempt to buy from vending machines in the Deepsea This was allowed before - resulting in drones getting stuck at the border
10 Months Ago
Fix island scientists roaming into the water, make sure to use world space position not navmesh space, fix bug where navmesh space was used to check if a position was inside a world volume
10 Months Ago
Remove Physics Projectile layer from all parenting triggers on all ghostship variants Was causing thrown grenades and C4 to freak out
10 Months Ago
Ornate Frame Setup