254,391 Commits over 3,990 Days - 2.66cph!

8 Days Ago
merge from ballista_fixes
8 Days Ago
merge from shield_fractional_fix
8 Days Ago
merge from fix_tech_tree_total_cost
8 Days Ago
Initial attempt at a Drawbridge: - Use Siege Tower Drawbridge 1 - Allow placement in a door frame - Adjust protection volume - Use door guide mesh
8 Days Ago
Added parameter field in TestResultEntry Fixed empty testrunner run command erroring
8 Days Ago
Linux: Add Steam APIs, use SteamNetworkingSockets for Linux, same functionality as GameNetworkingSockets Explicitly delete copy constructors for thread tools and lean vectors, certain GCC versions are bitching about this?
8 Days Ago
vending_stats_fixes_3 -> main
8 Days Ago
Fix wildly inflated vending stats sold amounts
8 Days Ago
small vehicle editor fix to not spam assert errors when no mount points are set
8 Days Ago
setup basic handcar prefab, able to move on track by just setting a force override convar at the moment manifest gen + codegen
8 Days Ago
blackboard model materials and textures
8 Days Ago
Export test results in the server directory
8 Days Ago
Improve delta snapshot system by dynamically increasing and reducing stored sent snapshot cluster size to ensure we give ample time for an ack - these could get lost of we send a lot of clusters per second. Another improvement is to predict last receive snapshot data and assume they will go through, optimizing by not sending the same value 50 times a second - if not ACK'd in time, we'll clear the prediction and send again. I'm seeing good results on TTT where the host goes from sending 1mb/s to ~18-30kb/s with one connected client in some cases. Add SteamEnums.RecvMaxMessageSize and SteamEnums.RecvBufferMessages. Set these values in bootstrap to higher values.
8 Days Ago
Added cancel command, to cancel the current test run
8 Days Ago
Update: Impllement GamePhysics.HandleIgnoreCollisions as a batch - extended TerrainCollision to support batching - extended WaterColllision to support batching There's still more improvements that can be done (translating into burst jobs and better job-graph building), but currently the goal is to translate more of code into batch form away from singular. Tests: none, it's not hooked up yet - will explore writing unit tests next-ish
8 Days Ago
Split server and client tests correctly into different folders Compile fixes
8 Days Ago
Generate json results after each test run Cleanup
9 Days Ago
moved handcar under trains folder
9 Days Ago
reverting scene changes from merge that look unintentional
9 Days Ago
merge from horse2_fixes/handling
9 Days Ago
merge from handcar
9 Days Ago
Scene system listeners I'll need later Clean up old dead code Collect and pass around SceneLightObjects instead of the LightDesc ptr Managed shadow mapper, entry point from lightbinner, creates and renders shadow frustums Set gpu light data from c#, pass shadowmap bindless texture id, use it from lighting shaders Visualize depth uses screen space coords vfx_vulkan: SV_ViewID is a built in semantic fucking with VK_KHR_multiview and cubemap render targets
9 Days Ago
Don't return a new list each light gather, reuse the already allocated memory
9 Days Ago
Unused SceneView methods Remove ISceneView::AddSceneObjectToRenderList ISceneView::GetWorldToRender & related return ISceneWorld not CSceneWorld Add CommandList.Set( StringToken, Texture ) Dispose of AssetPreviews after we've rendered their thumbnail. PreviewScene.Dispose destroys it's Scene
9 Days Ago
Network options on a GameObject where the GameObject is a prefab instance will only be serialized if the values differ from the prefabs. When loading a prefab instance as a GameObject from a Hammer scene, find the correct network mode. This fixes an issue where if a prefab is added via Hammer, but later the prefab's network mode or something changes, the new default wouldn't be used when loading the map. It'll still use the one the map was serialized with.
9 Days Ago
Adding procedural option using render primitives indexed indirect for grass blades with calculated vert positions
9 Days Ago
Forum update
Leaderboard backup, run #17501
9 Days Ago
First pass piping update data (similar to IO tool)
9 Days Ago
Created farming inventory loadout Chickens can eat and drink
Leaderboard backup, run #17500
9 Days Ago
Added server.fillChickenCoop command
9 Days Ago
Hook up sunlight tracking
9 Days Ago
Refactors for future content Added sunlight stat
9 Days Ago
First pass new model setup
9 Days Ago
modular pipe set texture and mesh update
9 Days Ago
Merge from main
9 Days Ago
Protobuf
9 Days Ago
Merge from parent
9 Days Ago
Unsaved assets
9 Days Ago
Added a slight delay before items start moving
9 Days Ago
Implement new foliage placement function in RefreshAsync update, adjust refresh distance when using instancing, make debug toggle.
9 Days Ago
Placeholder effects
9 Days Ago
ServerInit. Nicer placement.
9 Days Ago
Movement fixes
9 Days Ago
Merge from main
9 Days Ago
Fixes
9 Days Ago
Prefab and settings tweaks
9 Days Ago
Pick a random area for each item. Areas can now be offset. Random offset per item.
9 Days Ago
Fixed shield not visually appearing correctly if the player cancels a fractional reload while holding a shield (only affected mini crossbow)