193,723 Commits over 4,079 Days - 1.98cph!

4 Days Ago
Added support for all shadow cascades and added a fixed step size to reduce distant artifacts
4 Days Ago
Phrases
4 Days Ago
Added some moving 3D perlin-worley noise to break up the light beams slightly
4 Days Ago
proj matrix fixup, fix weather map noise tiling, more cleanup
4 Days Ago
merge from hackweek_fps_logging
4 Days Ago
Merge from hackweek_fps_logging
4 Days Ago
Can now log client FPS to a file using fps.startlogging. Use fps.stoplogging to stop the logging, it will logged into a file.
4 Days Ago
Inventory redesign
4 Days Ago
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)
4 Days Ago
Update: exposing prefab preprocesing from GameManager Tests: none, simple change
4 Days Ago
Update: List and Array Shuffle range overloads Tests: none, trivial code
4 Days Ago
Perm Store design
4 Days Ago
Weekly skins tab new design
4 Days Ago
Added better light scattering for the volumetric god rays
4 Days Ago
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
4 Days Ago
material changes to dog kennel
4 Days Ago
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
4 Days Ago
Update: Sort editor manifest by path Allows to do faster lookups Tests: ran in the editor
4 Days Ago
turned emissive off on miner hat material so its not always on on world model
4 Days Ago
Re-applied Planner.Server changes
4 Days Ago
merge from main
4 Days Ago
merge from debug_draw_fixes
4 Days Ago
merge from miner_hat_metal_to_specular
4 Days Ago
merge from /f1grenade_standard_to_specular_fix
4 Days Ago
merge from large_wood_box_floor/large_wood_box_floor
4 Days Ago
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4 Days Ago
merge from crossbow_workshop_duplicate
4 Days Ago
merge from computer_station_chat
4 Days Ago
merge from rock_formation_fix
4 Days Ago
merge from building_los_fix
4 Days Ago
alternativeLOSChecks_enabled true by default
4 Days Ago
test commit, who dis? - it's pedro. and this is a dog kennel. oof oof
4 Days Ago
merge from building_los_fix
4 Days Ago
Added a new setting in Construction to disable the use of the last valid placement Enabled for walls, floors and foundations
4 Days Ago
sub navigation, more featured content styling
4 Days Ago
Added initial volumetric god rays implementation
4 Days Ago
merge from main
4 Days Ago
merge from ballista_climb_fix
4 Days Ago
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
4 Days Ago
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4 Days Ago
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4 Days Ago
merge from oldhorse_purge
4 Days Ago
Removed old horse protobuf
4 Days Ago
merge from main
4 Days Ago
Revert changes to terrain maps, fix inaccurate heights by setting ignoreMipmapLimit on heightmap
4 Days Ago
Merge from industrial_perf_improvements
4 Days Ago
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
4 Days Ago
Track total possible instance count and recreate buffer if required
4 Days Ago
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