138,882 Commits over 4,352 Days - 1.33cph!

Today
merge from main
Today
tweaked normals on large wooden box to be same as workshop to fix error implemented some time last year
Today
set conditional models of storage boxes mesh cull to 20 from 50
Yesterday
apartment lights update
Yesterday
Update: expand isspeeding test coverage by generating index permutations Revealed a bunch of false-positive access violations, fixed by sprinkling NativeDisableParallelForRestriction (hate it) Tests: ran unit tests
Yesterday
fix rotation tool transparency
Yesterday
Implement corrected limit checking for mesh.Begin w/ static meshes I.e. when giving mesh.Begin a mesh object, the limit becomes 65535 instead of 32768 Added second arg to IMesh:DrawSkinned - mult by model matrix Try to prevent crashes with weird .phy files
Yesterday
Fix profiler samples in Find and TryGetEntity
Yesterday
Update: add a couple more test positions for unit tests Tests: tests pass
Yesterday
Merge from main
Yesterday
Merge from main
Yesterday
- Fix paintball impact effects not always behaving with turrets - "Impotent" projectiles created just for effects for non instigating clients now know about their source weapon - Cleanup EntityRealm::TryGetEntity - Fix paintball impacts instigated by the local player not ignoring max spawn distance
Yesterday
merge from painting_line_tool_winner
Yesterday
Removed undesired line tool method, preview line is the winner! - removed sounds - HUD tip remains whenever holding shift, not just when actively drawing line
Yesterday
merge from boxes_performance_pass
Yesterday
Removed camera leaning towards horse head when galloping
Yesterday
Added horse locomotion playable component, handles the locomotion animation playing and blending only
Yesterday
boxes performance feedback
Yesterday
Update: move normal calculation logic to HeightMapQueryStructure - Give couple methods a rename Tests: ran unit tests
Yesterday
Bugfix: basic arespeeding unit tests now pass - use the right interpolators for IsSpeeding - add overloads to TerrainHeightMap.GetNormalsIndirect and antihack specific jobs to accept deferred arrays - make IsSpeeding work on CachedState Tests: ran unit tests
Yesterday
setting up salvaged axe refresh prefabs
Yesterday
Rentable Shop Kiosk F - first pass materials WIP
Yesterday
Construction NRE fix
Yesterday
merge from parent boxes_dlc
Yesterday
Idle to walk and walk to idle imports
Yesterday
exported horse walk to idle and idle to walk anims
Yesterday
exported refreshed salvaged axe rig/anims
Yesterday
Update: add basic consistency unit tests for AntiHack.IsSpeeding and AreSpeeding Currently fail, as I forgot to adjust the IsSpeeding logic after state cache changes. Tests: ran unit tests
Yesterday
rebase on main
Yesterday
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Yesterday
final 2 individual square steam images on storage_boxes_pack sitem
Yesterday
Fix scientist weapons floating at world origin on server
Yesterday
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Yesterday
Fix naval scientists new entity weapons leak, make sure new scientist weapon are not saved if the scientists themselves are not saved
Yesterday
changed "component" to "storage" on all storage boxes descriptions, started to plug in square steam images to sitem
Yesterday
merge from boxes_dlc
Yesterday
Fixed paint mask normal map settings
Yesterday
Gesture anim updates
Yesterday
cannon anim update and IK adjustments
Yesterday
merge from main
Yesterday
Merge from island_cliff_water_fix
Yesterday
Added some water volumes to the cliff areas on tropical island 1+2 to fix thse little pockets of no water No idea what the actual cause is, it doesn't seem to be affected by the ocean topology S2P both islands
Yesterday
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Yesterday
Added a searchlight debug mode to try and figure out the volumetric animation