143,672 Commits over 4,413 Days - 1.36cph!

Today
Update(tests): AllocDeallocMT perf test scope annotations Tests: ran perf test
Today
Fix tutorial bear and unused sharks causing errors with new navmesh
Today
Bugfix: ensure Pool.Fill keeps items in use valid Tests: ran unit tests
Today
Merge from workbench_upgrades (Recycle balance pass, description updates)
Today
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Today
Merge to workbench_upgrades
Today
Balance pass of recycling the workbench components. Description update for prototype after increase in fail chance. Description update for Recycling upgrade.
Today
Added Ballistic helmet model, material, and textures. Set up prefabs.
Today
Remove "invalid sequence ack nr" check * Gives false positives Use center of physObj AABB for ragdoll light origin Prevent Entity:Spawn() on already spawned vehicles * This fixes a graceful exit which fixed a memory leak Fix APC gun effects not working for driver in multiplayer * Also made it use airboat muzzleflash for player drivers so its not as blinding in first person view Disable static prop physics scaling Crashes on dz_sirocco without USE_POLYSOUP
Today
Synch trajectory lock state correctly for all control paths.
Today
Remove "invalid sequence ack nr" check * Gives false positives Use center of physObj AABB for ragdoll light origin Prevent Entity:Spawn() on already spawned vehicles * This fixes a graceful exit which fixed a memory leak Fix APC gun effects not working for driver in multiplayer * Also made it use airboat muzzleflash for player drivers so its not as blinding in first person view Disable static prop physics scaling Crashes on dz_sirocco without USE_POLYSOUP
Today
loft board material (quick first pass) for penthouse mezzanine. small prop changes to large penthouse apartment.
Today
Salvaged Cleaver audio file tweaks
Today
When remounting the control computer after a satellite has been selected, sync controls and allow further thruster modifications if trajectory hasn't been locked.
Today
industrial garage door - minor texture tweak
Today
Adding extra wheel joints for bowless crossbow world rig
Today
bowless crossbow world model anims edited and arrowheads positions edited in bowless crossbow entity
Today
Update satellite control computer prefab with a desk and computer. Update mount/dismount/eye positions.
Today
Placeholder UI tweaks. Convar descent time. Rework UI flow.
Today
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Today
switched GPU instancing on
Today
fixed small gaps, fixed floating decals, set up renderlod, renderbatch & correct layer for shutters
Today
Updated w_sks and w_paintball_gun animators with reloadMotion setup
Today
industrial garage door - Gibs added - Prefab updated
Rin
Today
Fixed incorrect repair material
Today
Updated seismic sensor levels: - Mortar Shell: 2 - Fragmentation Mortar Shell: 1 - Cannonball: 1
Today
take closest point from 3 triangles references instead of testing all 3, centre point still tested against as well
Today
exported edited arm throw pose on 3p rock anims
Today
Fixed OOB error on testscenario_rocketsplash5_turretpod
Today
merge from automated_testing
Today
merge from automated_testing/export_optims
Today
Use Parallel and other crazy shit for allPrefabsWithMeshColliders/allPrefabsWithParticleSystem - 28s -> 4.3s Same for allBaseCombatEntityPrefabs - 4s -> 300ms + some micro optims in other tests
Today
address Vince's feedback (bit of uv stretching, chamfered edge, reset vertex colours, fixed smoothing groups on lods, set all object to world layer, reset transforms to 90,0,0 and setup lodgroups for the structures interior and exterior
Today
merge from main
Yesterday
created bespoke ak47 pickup/drop anims and applied to holdtype controller
Yesterday
tweaked marketplace electric wires, general polish before attacking other areas unfucked some smoothing groups on the demolished side of apartment building
Yesterday
server_browser_update_2 -> main
Yesterday
- Increased distance/player score to 50-50 for default sorting - Compile fix
Yesterday
Added Export button to tests right click context menu, re-exports the given fixture and append changes to the test list Bypasses the big ass export, its near instant depending on what you refresh Test list is now sorted alphabetically so using the context menu doesnt shuffle things around Fixed typo that included all editor tests to the server CI test list
Yesterday
- Add distances away to each of the servers in km - Convert it to miles if in the USA
Yesterday
Some cleanup. Convar some hardcoded vlaues
Yesterday
Merge from main
Yesterday
Dont disable the country selection button
Yesterday
Added a cache for FindPrefabPathsByLabel so two calls on the same label in the same export run are free
Yesterday
-OnCountryChanged event - attached the country button - Cleanup with country selection choices
Yesterday
krieg chainsword better charm positon
Yesterday
Resetting lights to their original shadow strength when shadow caching is disabled
Yesterday
merge from mortar_prototype
Yesterday
Fix compile error
Yesterday
Refactoring and cleaning up TestListExporter Added some timing logs, helps finding the slowest param resolutions