193,665 Commits over 4,079 Days - 1.98cph!

Today
Update: implement missing logic for both GatherAssets and Process - GatherAssets now respects all relevant settings and sorts paths - implemented Process that works on a batch of objects Tests: only GatherAssets has been checked (confirmed reduction of assets due to config use)
Today
Update: exposing prefab preprocesing from GameManager Tests: none, simple change
Yesterday
Update: List and Array Shuffle range overloads Tests: none, trivial code
Yesterday
Perm Store design
Yesterday
Weekly skins tab new design
Yesterday
Added better light scattering for the volumetric god rays
Yesterday
Boleadoras - Initial engine setup as a modified combat knife, with working ragdoll hit effect on players and placeholder models for viewmodel, worldmodel, entity and projectile (and it spins properly!). Updated manifest
Yesterday
material changes to dog kennel
Yesterday
Optim: replace prefab search logic with editor manifest lookups - commented out a bunch of code for quicker iteration, wil lrevert later - doesn't account for monument duplication/probability Significantly faster because we don't load any assets in the process - goes from 30s+ down to 15ms Test: tried to procgen default editor map
Yesterday
Update: Sort editor manifest by path Allows to do faster lookups Tests: ran in the editor
Yesterday
turned emissive off on miner hat material so its not always on on world model
Yesterday
Re-applied Planner.Server changes
Yesterday
merge from main
Yesterday
merge from debug_draw_fixes
Yesterday
merge from miner_hat_metal_to_specular
Yesterday
merge from /f1grenade_standard_to_specular_fix
Yesterday
merge from large_wood_box_floor/large_wood_box_floor
Yesterday
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Yesterday
merge from crossbow_workshop_duplicate
Yesterday
merge from computer_station_chat
Yesterday
merge from rock_formation_fix
Yesterday
merge from building_los_fix
Yesterday
alternativeLOSChecks_enabled true by default
Yesterday
test commit, who dis? - it's pedro. and this is a dog kennel. oof oof
Yesterday
merge from building_los_fix
Yesterday
Added a new setting in Construction to disable the use of the last valid placement Enabled for walls, floors and foundations
Yesterday
sub navigation, more featured content styling
Yesterday
Added initial volumetric god rays implementation
Yesterday
merge from main
Yesterday
merge from ballista_climb_fix
Yesterday
Moved mount chaining up from BaseVehicle to BaseMountable + some cleanup in Climb_ShowIf Disabled mount chaining on static ballista, fixes "Climb" interaction showing up when mounted near a ladder
Yesterday
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Yesterday
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Yesterday
merge from oldhorse_purge
Yesterday
Removed old horse protobuf
Yesterday
merge from main
Yesterday
Revert changes to terrain maps, fix inaccurate heights by setting ignoreMipmapLimit on heightmap
Yesterday
Merge from industrial_perf_improvements
Yesterday
Some server industrial conveyor performance improvements -Cache at the start of a run if an output has empty slots, that way if an item isn't stackable we can immediately rule out the entire container instead of iterating over the whole thing -Compare slots by item id rather than object comparer -maxItemStacksMovedPerTickIndustrial convar is now enforced across an entire conveyor move operation rather than per input (this will slow industrial systems down, we may want to evaluate raising the default convar from 12) These changes take a problematic conveyor configuration from 670ms to 12ms processing time
Yesterday
Track total possible instance count and recreate buffer if required
Yesterday
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Yesterday
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Yesterday
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Yesterday
Merge from main
Yesterday
Fixed floating rock_formation_g on some seeds
Yesterday
Update: initial work on parallelizing prefab loading during editor procgen Loads too quickly(0.2s instead of 90) - I feel like it only loads the root-level gameobject, instead of the entire hierarchy. Will continue later. Tests: ran it once, got some telemetry, but already certain it's wrong.
Yesterday
Hura crepitans saplings / meshes, prefabs and spawn setup
Yesterday
Fix compile error
Yesterday
Minor cleanups Disable setting cl_timeout to 45 on load that never worked before Add one more Lua backdoor URL Fix double clicks not invoking VGUIMousePressAllowed Minor whitespace cleanup
Yesterday
Fix protobuf field ID 0 being used in RidableAnimal.equipmentContainer and ItemOwnershipAmount.username (field 0 is invalid according to protobuf specs)