147,553 Commits over 4,444 Days - 1.38cph!

3 Months Ago
Merge from main Auto resolved conflicts on cannon.deployed, steeringwheel.deployed, SmallBoatPassenger
3 Months Ago
Atmosphere & triggers.
3 Months Ago
Final lighting sans atmos volume & culler.
3 Months Ago
Zeroed the transmission on this potted plant, because I keep seeing it bleed ambient in interiors. Emission texture tweak.
3 Months Ago
These static candles shouldn't be shadowcasting like that.
4 Months Ago
Lighting prefab.
4 Months Ago
Fixed all kinds of whackery with industrial.ceiling.lamp.on.prefab
4 Months Ago
Lighthouse lighting prefab V2 (not applied)
4 Months Ago
Some movements improvements: smoothed steering input, speed based lateral damping and gait auto promote Also added a rough noclip command so I can move around the gym easily
4 Months Ago
merge from deepsea_fixes
4 Months Ago
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4 Months Ago
Implement indirect instancing profiling module to record debug data, needs .debug to be active atm.
4 Months Ago
Add convar to tweak radius of the vision occluding ball generated by smokes for NPCs
4 Months Ago
Apartment complex b progress
4 Months Ago
mesh.Begin throws errors with invalid primitive counts Fixed a crash with func_button and Sandbox drive system Lets try making r_radiosity default to 4 again Add some sanity checks to map loading
4 Months Ago
Update: shifting job dependency downstream Tests: none, trivial change
4 Months Ago
Update: added AntiHack.AreSpeeding - (almost) fully jobbified version of IsSpeeding Only active with UsePlayerUpdateJobs 3. Needs unit tests, will do that later. Tests: booted on craggy with UsePlayerUpdateJobs 3 and ran around.
4 Months Ago
no more LINQ, added TimeWarnings
4 Months Ago
Baseline, added RidableHorse2 prefab and skeleton
4 Months Ago
Buildfix: type missmatch Tests: editor compiles
4 Months Ago
updating component box performance pass
4 Months Ago
Update: add BasePlayerJobs.CalcPlayerSpeedJob Tests: none
4 Months Ago
Update: add ScatterValueToJob utility job Tests: none
4 Months Ago
Update: add TerrainHeightMap.GetNormalsIndirect Tests: none
4 Months Ago
server_browser_phrase_fix -> main
4 Months Ago
Remove unused phrases
4 Months Ago
Fix a bunch of missing tags on the map creator
4 Months Ago
merge from main
4 Months Ago
merge from deepsea_fixes
4 Months Ago
Changed world.drawbounds to only send ddraw to the player running the command
4 Months Ago
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4 Months Ago
Buildfix: fix up missed renames Tests: unity compiles
4 Months Ago
Add some invalid handle checks to shadow rendering
4 Months Ago
merge cannon_fuseburn to main
4 Months Ago
Remove exit time between reload -> reloaded state in cannon barrel
4 Months Ago
merge from deepsea_fixes
4 Months Ago
Prevent tutorial islands from destroying deep sea portals when closing 🙃
4 Months Ago
exported updated helicopter reardoor idle anim
4 Months Ago
Update: AntiHack now track it's own persistent cache of player states - base player internals redirect to the cache when jobs 3 is set Gets synced when player enters and leaves player cache (even if they're disconnecting). This allows us to change jobs level without mesing up player state. Tests: none, WIP
4 Months Ago
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4 Months Ago
update from main
4 Months Ago
Fix cannon aim jitter on high ping when reloading and lighting the fuse
4 Months Ago
Update: Gather more player state for Jobs3 work - rewrite how we add to/remove from PlayerCache to add custom handling for specific systems (needed for AntiHack) Tests: none
4 Months Ago
exported horse animations and rig
4 Months Ago
boat_highspeed_parenting_fix -> main
4 Months Ago
merge from /indirect_instancing
4 Months Ago
Stop high speed dismounting throwing you from your player made boat
4 Months Ago
merge from main
4 Months Ago
Merge from turret_paintball_fixes
4 Months Ago
resolve conflicts