135,608 Commits over 4,293 Days - 1.32cph!

13 Days Ago
Implement water volume checks for batched buoyancy, adds NativeGrid<T> (and an untested parallel version for later). Make waterinfo blittable.
13 Days Ago
fixed name and description on construction on frameless canvasses, another attempt at setting up sign paintable on reactive target (failed)
13 Days Ago
merge from main
13 Days Ago
temp fix to reactive target, set up like frame so paintable works
13 Days Ago
Picture Frames - Added XL and XXL variant models of light up frame, tileable cardboard material
13 Days Ago
Added another deploy volume to block small ramp being deployable through walls and stairs
13 Days Ago
prefab tweaks
13 Days Ago
PaintballOveralls Icon
13 Days Ago
Paintball Overalls viewmodel clothing
13 Days Ago
Fix skip domain reload
13 Days Ago
Paintable Reactive Target - Slightly corrected UV2 on all models, changed paintable script in prefab (still not working but setup in a more correct way)
13 Days Ago
Merge: from playerinventory_oncycle_optim - Optim: iterate over cached items with OnCycle callback (instead of searching for them every time). Tests: ran unit tests
13 Days Ago
Optim: ItemContainer.OnCycle now uses cached list of items with a callback - added a perf test of 300 containers with ~10% items with OnCycle callback Goes from 0.179 ms down to 0.074ms(-58%) for 300 player inventories. Real world server's invoke times are 0.97ms for 171 inventories, so might need to move it out of invokes later. Tests: ran unit test
13 Days Ago
boatai_targeting_bugs -> main
13 Days Ago
Fix various Boat AI Targeting bugs including: - Boats not properly capturing targets whilst on boats/other things - Boats not properly releasing targets whilst sleeping/no players nearby - Boats not engaging with targets in certain circumstances - Not releasing a target if that target went to the deepsea whilst being targetting in the main world
13 Days Ago
Texture tweaks, wrench markings, flipped one of the wrenches for proper UV orientation
13 Days Ago
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13 Days Ago
Paintable Reactive Target - Split materials, updated textures, updated models, added wind shader support, added translucency
13 Days Ago
merge from main
13 Days Ago
fix handmade shell not having subtype for ammo indicators
13 Days Ago
Tests: add ItemContainer.TestOnCycle test Tests: ran unit tests
13 Days Ago
Fixed an oversize gib in explosives box
13 Days Ago
Paintball overalls - Models/prefabs/materials/world models
13 Days Ago
Added support for 2 toggleable decal layers on the standard shader as shader features, meaning we no longer need the StandardWithDecal and StandardWithTwoDecal shaders
13 Days Ago
3p wallpaper anims edited
13 Days Ago
Optimize npc door opening logic, could save up to 0.1ms in best case. Also fixes bugs where doors wouldn't open, or too late.
13 Days Ago
S2P both oil rigs Codegen
13 Days Ago
merge from naval_update keep source on the oilrig scenes
13 Days Ago
Made various auth commands work with boats / steering wheel such as ent auth, authcount, teleport2autheditem Fixed various inconsistencies, all of them should now work with all types of auth as youd expect Fixed entcount only working with steamid and not names Codegen
13 Days Ago
material iteration, bespoke gloss for soft side mud wall look based off plaster_c
13 Days Ago
Merge: from useplayertasks_removegroupoccludee_nre - Optim: rewrote how we manage occlusion groups to reduce their overall number and added pooling - Bugfix: UsePlayerUpdateJobs 2 - no longer send extra snapshots when players move across network grid Tests: 2p on Craggy - tested all occlusion interactions(fly away-back, hide behind terrain, use helicopter). Tested moving across grid with disconnecting 2nd player and killing them, validated occlusion groups. Monitored pooling via print_memory ListHashSet
13 Days Ago
Bugfix: when player disconnects, ensure we destroy relevant occlusion groups - destroy local group if no local participants present - remove destroyed participant from other occlusion group member's groups Tests: 2p on Craggy in different cells - get 2nd player to disconnect, then kill sleepers. 1st player walks into the cell - no more NREs. Ran usual occlusion checks (fly away and back, hide behind terrain)
13 Days Ago
Update navigation obstacles (s2p) in launch site
13 Days Ago
Update navigation obstacles (s2p) in floating cities 1 to 4
13 Days Ago
Fix NRE
13 Days Ago
autoturret_improvements -> main
13 Days Ago
created/applied 3pceiling paper deploy/idle animations to holdtype override controller
13 Days Ago
autoturret_improvements -> main
13 Days Ago
Fixed turrets idle tick freezing turrets vec aim dir to be (0,1,0) until the first target or player appeared nearby
13 Days Ago
Update navigation obstacles (s2p) in missile silo
13 Days Ago
Update navigation obstacles (s2p) in outpost
13 Days Ago
Update navigation obstacles (s2p) in water treatment plant
13 Days Ago
Update navigation obstacles (s2p) in trainyard
13 Days Ago
Update navigation obstacles (s2p) in excavator
13 Days Ago
Update navigation obstacles (s2p) in arctic base
13 Days Ago
Update navigation obstacles (s2p) in airfield
13 Days Ago
Update navigation obstacles (s2p) in military tunnels
13 Days Ago
crypt building skin atlas textures and material setup
13 Days Ago
Component box tools LOD3 tweaks
13 Days Ago
Run AutoTurret tests at 10k units out of origin so the new idle tick will break in testing.