144,164 Commits over 4,413 Days - 1.36cph!

19 Minutes Ago
Merge: from pool_mt
19 Minutes Ago
Merge: from pool_mt
19 Minutes Ago
Merge: from pool_mt
20 Minutes Ago
Update(tests): add a couple tests - Perf: AllocDeallocMPSCAtomicCounter - Unit: TestAllocWhenEmpty, TestFreeWhenFull Tests: ran tests
25 Minutes Ago
Update bounds on apartment entities
30 Minutes Ago
Fix `CalculateBounds()` encapsulating Vector3.zero for entities with non-centered children - only apply to the editor inspect menu "RecalculateBounds" button - don't apply to automatic recalculating of bounds
30 Minutes Ago
Work on ceiling of penthouse, and bathroom. Enabled AO on medium apartment ceiling material.
31 Minutes Ago
Ball collision detection (against other bodies that arent walls) Velocity response when two of those bodies hit (equal and opposite reaction) 🤓
32 Minutes Ago
Undo centering of children of large apartment cupboards since it breaks placement inside the large apartment
33 Minutes Ago
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45 Minutes Ago
merge from main
46 Minutes Ago
Fix camera jitter on mortar from eye pos always being 1 frame behind the mortar rotation, re-add lerping that ballista/cannons had. Bump up renderer bounds on mortar model again
49 Minutes Ago
tertiary prefab variants for all remaining charms
56 Minutes Ago
set lr300 and blowpipe to pushedout charm
1 Hour Ago
Updating industrial torch viewmodel fbx
1 Hour Ago
Switch out the entities in the large apartment
1 Hour Ago
Bump up mortar extents to prevent it from disappearing at some angles while looking around
1 Hour Ago
Manifest for new entities
1 Hour Ago
Create entity versions of the storage inside large apartments
1 Hour Ago
pushed-out charm setup for backpack for position testing on other VMs, set blowpie to use pushed-out charm
1 Hour Ago
main -> game_room_dlc
1 Hour Ago
- Add entity name and create/update distinction to Entities inbound profiling - Add packet profiling to GlobalNetworkHandler - Improve network profiler coverage for entity packets
1 Hour Ago
Reapply 150883 "Add version printout to the server log file, was only on client before" It was nuked to oblivion in the great nav spam incident 2026
1 Hour Ago
Fix mortar mount vs pickup annoying interaction Don't require looking at the usable primary collider to show the mount menu for mortars, it only makes sense for ballistas/cannons
1 Hour Ago
some 64bit CEF stuff Remove 64bit srcds launcher from builds Temporarily roll back FRAGMENT_BITS * Testing for the P2P issue
1 Hour Ago
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2 Hours Ago
Merge from main/bowless_crossbow
2 Hours Ago
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2 Hours Ago
code support for tertiary charm prefab setup
2 Hours Ago
Add the apartment furnace to the large apartment
2 Hours Ago
Turn the wood stove in the large apartment into a furnace
2 Hours Ago
Optimized the way the timer works for limiting the shadow caching framerate
3 Hours Ago
merge from misc_vendingui_fixes
3 Hours Ago
merge from mortar_prototype
3 Hours Ago
merge from deployable_snapping_fix_3
3 Hours Ago
Removed interleaved shadow rendering implementation as this is now handled via the framerate limiting. Also, added defaults for distance-based framerate limiting to be enabled by default when shadow caching is enabled.
3 Hours Ago
merge from empty_country_list_fix
3 Hours Ago
merge from defaultsortingorder_update
3 Hours Ago
Use actual PerInstanceData buffer instead of IndirectArgs in BatchRendererGroup
3 Hours Ago
Merge from /indirect_instancing
3 Hours Ago
Fixed an issue where the lights wouldn't refresh correctly after changing the max shadow lights
3 Hours Ago
Remove now obsolete IGraphicsBuffer wrapper
3 Hours Ago
Use newer GraphicsBuffer instead of ComputeBuffer
3 Hours Ago
exported 3p holdtype animation sets with names beginning C after updating 3p running/jog anims
4 Hours Ago
More lighting
4 Hours Ago
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5 Hours Ago
Update: resubmit original pool mutex implementation in a separate branch Makes it easy to test across extra benchmarks Tests: ran unit and perf tests
5 Hours Ago
Rebuilding the shadow map cache render texture pools when the max shadow lights convar changes
5 Hours Ago
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5 Hours Ago
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