157,148 Commits over 4,536 Days - 1.44cph!

11 Months Ago
Fix for texture issue on 3p m15
11 Months Ago
Add Invoke<T>, Invoke<T1,T2>, InvokeRepeatingWithHandle to use InvokeHandler without allocating garbage
11 Months Ago
WIP code, parameters, setup
11 Months Ago
handle client physics tick and interpolation in custom PlayerLoopSubsystems inserted to run after their respective default scene's ticks
11 Months Ago
Console Info Panel
11 Months Ago
Merge from parent
11 Months Ago
merge from automatedtesting
11 Months Ago
Merge from parent
11 Months Ago
Merge from parent
11 Months Ago
new console items ui
11 Months Ago
merge from SeparatePhysicsScenes
11 Months Ago
That's all folks
11 Months Ago
Almost done...
11 Months Ago
Even more...
11 Months Ago
More...
11 Months Ago
More...
11 Months Ago
Some more...
11 Months Ago
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11 Months Ago
merge from directional_foliage_displacement
11 Months Ago
merge from puzzle_reset_hotfix
11 Months Ago
merge from sort_fixes
11 Months Ago
merge from fix_terrain_nametags
11 Months Ago
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11 Months Ago
Fix displacement clamping
11 Months Ago
matrix optimized texture rez pass
11 Months Ago
Uploading in multiple parts because plastic can't handle... multiple files
11 Months Ago
Mark an additional 180 fbx's as non r/w - mostly viewmodel anims, some clothing and body parts
11 Months Ago
Move non r/w meshes into the private content bundle for server builds, removing them from the build Saves 360mb of memory on a freshly booted server
11 Months Ago
Merge from main
11 Months Ago
Merge from main_merge_10_nov
11 Months Ago
Protobuf, code gen, phrases
11 Months Ago
Merge from main Fallback text merge on BaseEntity.Server and BasePlayer-Occlusion Stomp changes in generated files
11 Months Ago
Compute heightmap into small height max map texture Separate terrain compute bounds into render bounds and camera bounds for shadow cull testing Consider shadow casting in terrain culling step using a raycast with max region height
11 Months Ago
Merge from naval update
11 Months Ago
First draft of a network profiler. Featuring: - Simple packet stats - Advanced stats (entity name, packet size, timestamp etc) - Filtering via timestamp, name, type, direction, realms - Per entity bandwidth usage, showing how much % of the bandwidth is taken up by what packets
11 Months Ago
Fixed storage adaptors losing half of their passthrough power when using the industrial output slot
11 Months Ago
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11 Months Ago
compile error
11 Months Ago
Store: - RPC inbound/outbound - SyncVar inbound/outbound - PackedSyncVar inbound/outbound - Effect inbound/outbound Missed some metrics here and there, but critically I've managed to grab the id its going to for each one
11 Months Ago
Fix drawpuzzleresets not working with AIZ monuments (thanks Aron)
11 Months Ago
Fallback to using the radiation reset zone as the bounds check for AIZ monuments if it's a rad monument Fixes arctic not resetting as it's reset bounds is way bigger than the monument and the resulting rad volume
11 Months Ago
Setup data structures to store more detailed packet information, this will be stored and handled locally rather than being sent off for analytics. Data will be stored in a big ass circular buffer that we can then sort through to do the analytics. These include: - Basic data we stored before (byte size, type, etc) - Associated entity with the packet - Optional full packet data - Timestamp
11 Months Ago
Merge from main
11 Months Ago
Started adding descriptions to all the existing tests, + some cleanup
11 Months Ago
CargoShip.UpdateMovement NRE fix
11 Months Ago
More NRE fixes - lods were swapping before seat ref was established
11 Months Ago
11 Months Ago
- Setup system to enable/disable leg animator on LOD - Setup on PT Boat Rear turrets so that the expensive leg animators will only be enabled when up close
11 Months Ago
Legs animator: - Re-eneable leg animator on pt boat walk around turrets - Allow foot gluing to work lower down under the foot position, this combats the higher waves Tested the static and regular ballista on a few terrain types. Responded fine to the changes.
11 Months Ago
Hat light improvements and optimizations.