160,184 Commits over 4,566 Days - 1.46cph!

2 Days Ago
Update(tests): add unit tests for debug_mem_start/stop - also fixed invalid counter tracking for double-free cases Tests: ran unit tests
2 Days Ago
exported new jog anims
2 Days Ago
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
2 Days Ago
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2 Days Ago
fix for fire anim freezing
2 Days Ago
Added new sounds to both seagull and crow flocks
2 Days Ago
Reduced the cascade fade to prevent hash shadow cut-off when aiming or changing FOV
2 Days Ago
Update: add pool.debug_mem_start/_stop to help track down leaks/spills Tests: booted to craggy, tried tracking List`1[System.Single
2 Days Ago
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
2 Days Ago
Merge from render_pipeline_testing
2 Days Ago
Cherry Pick (168771) - Floating point issue with aniso highlights
2 Days Ago
merge from main
2 Days Ago
UZI AO Fix
2 Days Ago
Merge from mixingcooking_ui
2 Days Ago
Merge from main
2 Days Ago
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2 Days Ago
Bunch of fixes
2 Days Ago
Updated M1 Garand blockout to match real world dimensions
2 Days Ago
merge from ramp_deploy_fix
2 Days Ago
Fixed triangle foundation deployable on top of brutalist ramps
2 Days Ago
Added FN FAL mesh blockout
2 Days Ago
Added M1 Garand blockout mesh
2 Days Ago
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2 Days Ago
merge from viewmodel_skinning_update
2 Days Ago
- Cleanup - Fixes stopping treating base player npcs like humans
2 Days Ago
- 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
2 Days Ago
Hemp colourblind variants.
2 Days Ago
merge from stoneframe_colliders_fix
2 Days Ago
merge from skinviewer_bg_fix
2 Days Ago
merge from ramp_deploy_fix
2 Days Ago
merge from buildingblock_overhangs_fix
2 Days Ago
merge from parentedwires_fix
2 Days Ago
Fixed ramps being blocked by a ramp up to 3m above them, even through a floor Before: https://files.facepunch.com/Flavien/HBY2KuTgRqaGSCaS.png After: https://files.facepunch.com/Flavien/Zn3TXA05xInRni5i.png
2 Days Ago
Ensure global map markers skip the LOD system
2 Days Ago
merge from skull_trophy_fixes
2 Days Ago
Fix all four skull trophy variants looking the same Fix skull trophies never updating their visuals (whether a skull is inside or not, and nighttime visuals) Improve colliders across all variants since they are different sizes, add glass phys material to the jar variants
2 Days Ago
Support for LODs on global networked entities - map them to a large size grid based on position and evaluate LOD level from there Setting to ignore network LODs
2 Days Ago
merge from viewmodel_skinning_update
2 Days Ago
All floor frame and triangle floor frame skins of the same grade now share the same collider
2 Days Ago
Added editor test checking that all frames skins of the same grade share the same collider
2 Days Ago
Fixed being able to codelock the carvable pumpkin
2 Days Ago
All stone frames now use the same mesh collider Fixes triangle roofs being blocked by stone frames depending on their orientation https://files.facepunch.com/Flavien/frame.png
2 Days Ago
Clean: remove editor-only extra memory estimator for pooled containers (memory_overhead_tracking_enabled) - codegen I haven't used it in 1+ years since adding it, so no need for extra complexity Tests: editor compiles
2 Days Ago
Fix graveyard fence col import settings
2 Days Ago
2 Days Ago
scrap king; - gib tweaks - prefabs updated
2 Days Ago
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2 Days Ago
the purifier now uses water_desalinator_LOD1 as its guide mesh until we update to use the newer deployer sytem that can use prefabs
2 Days Ago
Merge from render_pipeline_testing
2 Days Ago
Added a check to AmbientLightLOD to ensure we don't force disable shadows when it also has a LightLOD component on the same object