134,295 Commits over 4,262 Days - 1.31cph!

27 Minutes Ago
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3 Hours Ago
merge from indirect_instancing
3 Hours Ago
Keep Indirect Instancing disabled by default (until rare wrong object bug is fixed)
3 Hours Ago
rebase on main
3 Hours Ago
* Improve job scheduling to make leaving the job phase more robust through loading screens * Fix NRE when trying to remove instances before Indirect Instancing was initialised
4 Hours Ago
Add vertex density slider for terrain detail Fix grid position alignment issues with some cell sizes Editor recreates terrain buffers on inspector changes
main -> autoturret_improvements
Revert 140177 - needs more investigation
Today
Remove unused field
boat_ai_boxing_fix -> main
BoatAIInstruction uses nullables to get around the 1 allocation per queue add (thanks Daniel!)
main -> boat_ai_boxing_fix
notification_custom_link_support -> main
Allow external/internal arguments to be passed
Today
Merge from naval_update
Today
Fixed tutorial islands getting the wrong ID when loading a save
Today
First pass of test runner editor window, still wip
Can now create notifications with custom links
Today
Fix player collider not being the right size when waking up for a frame, caused incorrect triggers to be picked up by ForceUpdateTriggers This resulted in the player being affected by the TriggerPlayerForce attached to boat blocks when waking up, which happens when entering/exiting the deep sea
Today
Merge from boat_water_fx_optim
Today
Even more fx optimisations, move the blocks into a work queue and support breaking out mid processing if we take too long to avoid queue overruns Also added early returns for disabling fx (so fully occluded blocks are now effectively free) and bypassed the Angle calculation if a block is fully occluded
Today
scrap box - initial prefab setup, item created, placeholder icon created, updated localization, updated manifest, updated icon manifest.
Today
Collisionmeshdata error fix for Candy Cane, Ball, Present
Today
Fixed compile error due to mathlib differences
Today
Disable all unused FreeImage plugins Block fs_ convars from Lua Minor cleanups (whitespace) TTT: Remove usages of PANEL:SetDisabled * Also made "Confirm Death" button get disabled if pressed, like "Call Detective" does. Remove usages of Panel:GetDisabled for base game Disabled DMenuOption adjustments * Clicking disabled options no longer closes all menus * Disabled options no longer react to hover events (visually) Delete unused `showhitlocation` convar Micro optimizations for Matrix() & Entity:GetBoneMatrix Micro optimizations for some Vector stuff * Vector global, __div, __mul, Mul * Mostly caching GetType result Added Entity:CopyBoneMatrix Same as GetBoneMatrix, but instead or returning a new matrix, it copies the data to the matrix given in 3rd argument, which should be faster. Fixed WorkshopDL not mounting gamemode files Fixed Male Citizen player model mounts Added `screenspace_general_8tex` shader * This is the same as `screenspace_general`, but binds 8 texture samplers * This is an experiment in shader inheritance * material parameters: $TEXTURE4 - $TEXTURE7, $LINEARREAD_TEXTURE4 - $LINEARREAD_TEXTURE7 Entity:SetCollisionGroup allows HL2 collision groups Added COLLISION_GROUP_HL2_SPIT enum
Today
Fixed WorkshopDL not mounting gamemode files Fixed Male Citizen player model mounts Added `screenspace_general_8tex` shader * This is the same as `screenspace_general`, but binds 8 texture samplers * This is an experiment in shader inheritance * material parameters: $TEXTURE4 - $TEXTURE7, $LINEARREAD_TEXTURE4 - $LINEARREAD_TEXTURE7 Entity:SetCollisionGroup allows HL2 collision groups Added COLLISION_GROUP_HL2_SPIT enum
Today
merge from naval_update
Today
Swap to of the anchor colliders to metal where it makes sense Swap bbs interaction colliders to wood instead of concrete
Today
Sail is now actually cloth instead of wood Made colliders a bit more accurate on the top
Today
Update workshop scene "publish submission" info paragraph
Today
Fix a duplicate bone name on the cannon Swap interaction collider from box to sphere, fits better and stops bullets getting caught on the corners like before Fix incorrect material
Today
Today
Change helicopter repair blocking from "all wheels grounded" to "engine is off"
Today
Collider fixes for plank and ramp, assign wood material
Today
Bugfix: TriggerParentDelayedExit::SupportsTickSkipping was always evaluating to false - switched it to be off by default, as it was likely off during my earlier testing Tests: none, trivial change
Today
Fixed some duplicate collider names on triangle ladder hatch
Today
Merge: from main
Today
changes on the throw icepick sounds
Today
Merge: from triggerparentdelayedexit_teleport_fix - Bugfix: teleporting from a player boat should no longer cause weird parenting issues Tests: built a boat, teleported away - no weird movement afterwards
Today
Bugfix: don't try to delay unparenting when teleporting away from the boat Tests: built a small boat, spawned a player on it, turned on the engine, teleported away - didn't have the weird extra movement
Today
Medical syringe animation updates
Today
exported edited 3p rocket launcher and world model reload anims. set w model reload anim to speed 1 on it's anim controller
Today
disable the begin/endContextRendering hooks on CommandBufferManager
Today
update existing passes for pipeline changes
Today
sync Rust.RenderPipeline changes
Today
merge from workcart_canvas_fix
Today
Removed the rogue canvas on workcart_aboveground prefab
Today
axe throw audio changes
Today
assigned rpg7 anim events to 3p reload anim
Today
added lr300 space gun anim events to 3p reload/deploy anims