160,057 Commits over 4,566 Days - 1.46cph!

Today
Missed one spot that still uses lowercase min()
Today
MixMax 2: Electric Boogaloo Get rid of LibEdit dependency * This improves input for SRCDS on Linux to match how it works on x86-64 beta Minor cosmetic changes to srcds_run script Fixed Linux32 SrcDS being unable to read file stats under WSL * Was basically rendering it inoperable, at least on local builds Fixed wrongful error with Mesh:DrawSkinned with 52 bones Fix Folder addons being searched in mountable games/platform Add "Engine Error" to Sys_Error_Internal printf Progress on Linux64 builds
Today
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Today
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Today
merge from chickencoop_item_errors_fix
Today
Fixed some item / container bugs, together they caused multiple rare errors when moving items from or destroying chicken coops, which also lead to the entity not getting killed correctly - ItemContainer.Load now ignores slot reservations (if an item was in a valid slot before the restart, it should be after - slot reservations are only used to stop new items being placed) - A failed Insert due to not finding a valid position now early exits before adding the item to the item list - Item swaps into reserved slots now fail immediately instead of moving, then failing and reverting (the revert could fail and delete the item) - Guard ItemContainer.Take against collecting items queued for removal which could lead to double free
Today
merge from cargoshop_crate_optim
Today
Cargoship crates no longer mark themselves as dropped - Prevents an unnecessary raycast being ran for each crate 66 times a second (costing ~80 µs each call) for as long as they're active
Today
merge from fruit_trees
Yesterday
merge from vcc
Yesterday
Merge from main
Yesterday
Fix for SSAOComputePass error spam when switching scenes
Yesterday
start on interest points for hovering bird flocks, and fleeing from certain events (WIP)
Yesterday
merge from main
Yesterday
Fixed oak_e always dropping apples when harvesting. Created a tool to visualise where tree additions are on trees to make placing them much easier. Adjusted the apple positions on both oak_d and oak_e. Removed the loot refreshes on natural beehives, apple trees and coconut trees.
Yesterday
merge from fix_demoui2_pfx
Yesterday
WIP work on randomised room A (cctv)
Yesterday
Fix fov/post effects no longer working in demoui2 after switching to RRP. Comment out demo controls for bloom/lensdirt/light shafts, for now.
Yesterday
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Yesterday
merge from main
Yesterday
Merge: from unity_6000.3.26f1 - Update: upgraded unity engine to 6000.3.26f1 Tests: opened project, used standalone client to connect to standalone server with procgen map
Yesterday
Merge: from main
Yesterday
Merge: from pool_leak_tracking - Update: pool.debug_mem_start/_stop to help track down leaks/spills Tests: ran unit tests
Yesterday
Update(tests): add unit tests for debug_mem_start/stop - also fixed invalid counter tracking for double-free cases Tests: ran unit tests
Yesterday
exported new jog anims
Yesterday
first pass on reactive BirdFlocks - fly around in swarms with code similar to crabs and jellyfish - avoid obstacles and players - boid movement patterns - slightly more realistic flapping, with less flapping when angling down and more when climbing
Yesterday
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Yesterday
fix for fire anim freezing
Yesterday
Added new sounds to both seagull and crow flocks
Yesterday
Reduced the cascade fade to prevent hash shadow cut-off when aiming or changing FOV
Yesterday
Update: add pool.debug_mem_start/_stop to help track down leaks/spills Tests: booted to craggy, tried tracking List`1[System.Single
Yesterday
Add support for the right-side icons on the map screen. Pressing dpad left/right shifts focus. Added glyphs. Added missing tooltips for some of the existing icons so they show correctly when navigating. Misc fixes
Yesterday
Merge from render_pipeline_testing
Yesterday
Cherry Pick (168771) - Floating point issue with aniso highlights
Yesterday
merge from main
Yesterday
UZI AO Fix
Yesterday
Merge from mixingcooking_ui
Yesterday
Merge from main
Yesterday
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Yesterday
Bunch of fixes
Yesterday
Updated M1 Garand blockout to match real world dimensions
Yesterday
merge from ramp_deploy_fix
Yesterday
Fixed triangle foundation deployable on top of brutalist ramps
Yesterday
Added FN FAL mesh blockout
Yesterday
Added M1 Garand blockout mesh
Yesterday
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Yesterday
merge from viewmodel_skinning_update
Yesterday
- Cleanup - Fixes stopping treating base player npcs like humans
Yesterday
- Add player support - Add two seperate controls: one to decide off/on without globals/on with globals, another to control how much players are included in the lods: off/on only at far distances/on
Yesterday
Hemp colourblind variants.