142,210 Commits over 4,536 Days - 1.31cph!

Yesterday
Adding my local SW
Yesterday
Cow and sheep animation clip fix's
Yesterday
merge from main
Yesterday
LOD chain fixes from across 57 prefabs 6 meshes left in the cull slot now cull: snow mound, launch site floodlights, office block, planter soil, debris pillar, xmas coal pile 2 assets had holes in their lod chain meaning they would pop out of existence, now filled: wall.third.stone showed nothing 25-45m, junkyard bradley had no LOD0 12 out-of-order chains: cave gravel + 19 ruins copies, excavator railings, sphere tank pipes/core/ropes, launch site stairs, ziggurat pipes, trawler guard rails 34 last LODs that never drew given their own band: fridge, fuel tank, plant pots + 9 cabin copies, cooling tower rubble, powerline platforms, carpark, crew building, range bridges, oilrig top, gun racks, medieval doors 3 duplicate states that did nothing removed: hanging tarp, casino signs will need someone to check over and do a s2p
Yesterday
Fix a floating light on large oilrig, S2P
Yesterday
Remove the reflection hack now i've added haptic support to FP SW (locally for now)
Yesterday
Updated the GBuffer pass to use the new render graph raster pass API
Yesterday
Crystal AR - texture updates
Yesterday
fix merge
Yesterday
Merge: from main - some bits were manually resolved, will need updating menu prefabs
Yesterday
Updating glass ak world model rig
Yesterday
Downgrade bradley "Returning default interest zone" error to warning
Yesterday
Crystal AK - updated worldmodel mesh with more realistic pieces
Yesterday
Merge from main
Yesterday
Sheep and lamb ragdolls
Yesterday
Calf corpses
Yesterday
A few more tweaks to the ragdoll copier to save some clicks Bull ragdoll
Yesterday
Cow ragdoll joint improvements
Yesterday
Fix arrowheads being missing when equipping a pre-loaded crossbow
Yesterday
Compile fix
Yesterday
- Split logic into a seperate .Prediction file - Revert RIgidbodyInfo (not needed anymore) - Move a bunch of bake processing into DoPrepare - Send client simulated projectile at animator speed by sampling last few animator frames - Add support for flares/molotov effects - disable the real entities effects
Yesterday
merge from render_pipeline_testing
Yesterday
fix RRP having been force default enabled
Yesterday
Minor fixes in Demo to Video system Fixed autoplay sequences being choppy at high curtime Fixed thruster effects at high curtime Drop ship and jeep cannon fixes at high curtime Minor fixes * Fixed potential error state in markup.Parse when parsing colors * Fixed string.FormattedTime returning incorrect millisecond value Try to add more info CUtlLinkedList overflow message
Yesterday
- Add a cooldown to the livestock flee trigger so one hit cannot re-fire it through randomIdle or chargeRun - Back off strayed-from-mother and strayed-from-herd for 15 s after a failed walk back - Require a reachable trough or barrel before it wins over grass or shore - Add RegroupSearchRadius so cows can find a herd further than the stray distance - Only send a staggered bull into flee when the hold-ground rule says he would run - Sample two rings and take the nearest spot in the grass and water searches - Record herd distress only when there is an attacker, and spend it on the first charge - Back off the mate search when nobody is found or the female is unreachable - Throttle the shore search after a miss, mirroring the grass search - Collapse graze and drink into shared consume transition and state classes - Share one speed ramp helper across follow, consume, mating and return walks - Add IsHerdMate, IsDependent and a centred FindNearestDependent, and use them everywhere - Wrap the remaining client-compiled FSM members in #if SERVER
Yesterday
Machete first pass refresh anims
Yesterday
sea turtle idle and swim animation
Yesterday
Deploy guides for the 21 heaviest guideMesh deployables switched from LOD0 to LOD1 in the Deployable component, guide tris 209,286 -> 89,540. Furnaces, computer station, lab chair, barrels, kayak, piano, medieval box, jukebox, scarecrow, purifier, repair bench, water catcher, fish trap, table lamp, hazmat plushy, standing mirror.
Yesterday
Fix cows not fleeing sometimes, add tests for bull and cows behaviour
Yesterday
Optimised Small_Engine and SteeringWheel_Tier2 deploy guides. Small engine guide now uses LOD2, tris 23699 -> 5288 Steering wheel guide combined into one mesh from the LOD1 base and wheel, renderers 2 -> 1, guide draws 2 -> 1, tris 11162 -> 4929
Yesterday
Use weapon recoil values to drive haptic rumble duration/strength
Yesterday
spotlight tripod guide combined into one mesh and one renderer. Renderers 4 -> 1, guide draws 4 -> 2, built from the LOD1 parts so 7.6k tris -> 3.8k looks exactly the same
Yesterday
Fix super fast acceleration on cows and sheep
Yesterday
Crystal AR glass material tweaks
Yesterday
tier 3 workbench guide combined into one mesh and one renderer. Renderers 3 -> 1, guide draws 3 -> 1, built from the LOD1 parts and tidied in blender so 7.1k tris -> 2.9k, on the shared guide_opaque material
Yesterday
Bull can kick and charge, protects the herd and moves between you and them. Can play toreador with the bull like with the croc. Herd sticks together when in danger instead of scattering. Fix cows decelerating instantly.
Yesterday
wind turbine guide combined into one mesh and one renderer. Renderers 4 -> 1, guide draws 20 -> 8, rebuilt from the LOD1 parts in blender so 20.9k tris -> 8.2k
Yesterday
Codegen
2 Days Ago
further optimisation to the boat building station guide mesh guide draws 9 -> 2
2 Days Ago
Quick rumble/haptics test using a reflection hack for now
2 Days Ago
merge from render_pipeline_testing (various fixes)
2 Days Ago
strip all the blending shit, idle just works
2 Days Ago
hook up igniting/throwing for flare in 3rd person, offset the spawn position of flares
2 Days Ago
First attempts at spawning predicted grenades at the hand prop position and lerping to the centre of the screen so grenades don't come out of our mouth
2 Days Ago
Exposed more client commands to be called from the server: - admin.admintime - admin.adminlight - admin.adminreflectionmultiplier - admin.adminambientmultiplier - admin.underwater_effect - admin.underwater_cinematic - admin.underwater_scatter - admin.woundedfreecam - admin.disable_clouds - admin.adminclouds - admin.adminfog - admin.adminwind - admin.adminrain - admin.overrideOceanEnvironmentLerp - global.god
2 Days Ago
don't do RRP motion blur outside play mode or in non-game view
2 Days Ago
fix water caustics and contact shadows not working with deferred+ in RRP
2 Days Ago
Merge from parent
2 Days Ago
Merge from main
2 Days Ago
Merge from analogue_steering