134,519 Commits over 4,293 Days - 1.31cph!

7 Minutes Ago
Remove commented test
15 Minutes Ago
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18 Minutes Ago
Picture Frames - removed glass from standing light up frame, fixed texture metadata
33 Minutes Ago
Fixed deep sea entrance marker showing inside the deep sea
37 Minutes Ago
Fix collider names on BBS causing warnings after a recent change
38 Minutes Ago
ballista_mounting_fix -> main
40 Minutes Ago
Fixed mounted ballistas flipping the player view when mounting. This was caused by a change on cannons (to support parented cannons on boats). Now only apply the parenting logic to cannons and not the regular Ballista entity.
55 Minutes Ago
merge from naval_update
56 Minutes Ago
merge from naval_update/deep_sea
59 Minutes Ago
Added a timer to portal map marker to show the time left before the deep sea closes
1 Hour Ago
Updated deep sea portal markers
1 Hour Ago
Tweaked wipe duration and radiations
2 Hours Ago
stand driving pose update
2 Hours Ago
added 60 fps reload anim for 3p paintballgun
2 Hours Ago
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3 Hours Ago
passenger pose update
3 Hours Ago
Merge: from useplayertasks_invisplayers - Bugfix for invisible player in helis/other vehicles with UsePlayerUpdateJobs 2 Tests: 2p on Craggy, flew heli to player outside of network range 5 times - player was visible
3 Hours Ago
Bugfix: UsePlayerUpdateJobs 2 - when player leaves occlusion group, clean up last visibility timestamps - fixed whitespacing after merging messing it up in one of the files This caused negative feedback loop. If EntityQueue doesn't send snapshot during network subscription change (because of OcclusionFrameCache), the ServerOcclusion should send it, but having an expired visibility timestamp meant it didn't send the snapshot (expired == previously visible, so snapshot already sent). Tests: on Craggy with UsePlayerUpdateJobs 2 flew 2 players outside of network range, then made 2nd player fly in a minicopter to the 1st - was visible. Repeated this flight test 5 times - all passed.
3 Hours Ago
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3 Hours Ago
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3 Hours Ago
dpv and workcart upates
3 Hours Ago
Fixed deep sea rad volume not restored after a server restart
3 Hours Ago
Fixed duped collider on deep sea bottom collider
3 Hours Ago
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3 Hours Ago
Add support for different animator override controllers per surface type on wallpaper tool
4 Hours Ago
Merge from main
4 Hours Ago
merge from main to fix gui issue
4 Hours Ago
Fixed some properties in the shader GUI script that were causing errors with the StadardWithTwoDecals shader's materials
4 Hours Ago
merge from main
5 Hours Ago
deleted unity viewmmodel camera anims (no longer needed)
5 Hours Ago
merge from main
5 Hours Ago
Anim update to Krieg shotgun and batteringram
5 Hours Ago
merge from indirect_instancing
5 Hours Ago
Fix deep sea island terrain not rendering properly when Indirect Instancing is enabled by not instancing all MeshTerrains for now.
Today
Fix command count mismatch error spam due to destroyed materials.
Today
merge from indirect_instancing (exception fix)
Today
Fix a typo causing an access conflict between DamageTrackerRegionScanJob and TransformApplyJob
Today
Merge from main
Today
merge from indirect_instancing
Today
Fix object popping caused by orphaned motion list entries in multiple ways: * Remove seq_nums from the motion list just before they are unassigned. This piggy-backs off the existing remove_queue to guarantee container safety when objects are destroyed at inconvienient times. No need for a separate motion_stop_queue. * Store parent entity for every InstancedLODComponent. When objects are returned to the pool they are unparented first, but they still need to know who their parent was so they can properly remove their seq_nums from that entity. Bonus: Fix some NREs when Indirect Instancing is disabled in the editor.
Today
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Today
Fixed sprinklers not applying water to planters on their first tick, would have worked as normal on subsequent ticks Tests now pass
Today
Merge from parent
Today
Apply minimum height to military tunnels S2P
Today
Add support for optional minimum height for sphere puzzle resets
Today
Added a couple of tests for sprinkler behaviour - checking if water container drains liquid, splashing a planter, splashing multiple planters and getting blocked by line of sight to planter
autoturret_improvements -> main (passed unit tests)
Today
Fixed crashes to do with flexes on NPC models Probably fixed screenspace_general_8tex Added more data to util.GetSunInfo color, material, size Fixed a typo in nags_alyx.txt
Since we are no longer forcing aim direction packets constantly we need to save/load the aim direction as you would expect.