134,561 Commits over 4,293 Days - 1.31cph!

Today
merge from naval_update
Today
merge from naval_update/deep_sea
Today
Added a timer to portal map marker to show the time left before the deep sea closes
Today
Updated deep sea portal markers
Today
Tweaked wipe duration and radiations
Today
stand driving pose update
Today
added 60 fps reload anim for 3p paintballgun
Today
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Today
passenger pose update
Today
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
Today
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.
Today
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Today
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Today
dpv and workcart upates
Today
Fixed deep sea rad volume not restored after a server restart
Today
Fixed duped collider on deep sea bottom collider
Today
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Add support for different animator override controllers per surface type on wallpaper tool
Today
Merge from main
Today
merge from main to fix gui issue
Today
Fixed some properties in the shader GUI script that were causing errors with the StadardWithTwoDecals shader's materials
Today
merge from main
Today
deleted unity viewmmodel camera anims (no longer needed)
Today
merge from main
Today
Anim update to Krieg shotgun and batteringram
Today
merge from indirect_instancing
Today
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
Yesterday
autoturret_improvements -> main (passed unit tests)
Yesterday
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
Yesterday
Since we are no longer forcing aim direction packets constantly we need to save/load the aim direction as you would expect.
Yesterday
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Yesterday
Easels drop paintings (data saved) when destroyed
Yesterday
merge from slots_optimize
Yesterday
S2P Outpost
Yesterday
merge from naval_update/deep_sea
Yesterday
merge from naval_update
Yesterday
merge buoyancy batching progress to main, off by default. toggled by `buoyancy.use_batching`
Yesterday
merge from fix_nms_loot_reset -> main