224,797 Commits over 3,714 Days - 2.52cph!

5 Days Ago
RPC filtering API change
5 Days Ago
Setup for weaponracks
5 Days Ago
Fixed crates spawning inside LS elite spawns on puzzle reset
5 Days Ago
merge from industrial_conveyor_quickmove
5 Days Ago
merge from cargo_double_dock
5 Days Ago
merge from mission_improvements_may_24
5 Days Ago
merge from material_reserialize_may_24
Leaderboard backup, run #11394
5 Days Ago
5 Days Ago
Improve ServerUse for weapons with >0 thickness. Previously a sphercast would find all hits along the bullet's travel, and then hit the first valid solid object. But imagine a theoretical bullet with e.g. 20m thickness, hitting the ground in the middle of a crowd of players. That bullet hits the ground first, so that's considered the canonical hit, and no players take damage at all. In this updated version, we only exit once we've done damage to something that can actually take damage, otherwise we keep looking through all the hits. Since this means we might now find valid hits behind solid static objects, we now also check for visibility of the hit.
5 Days Ago
Minor edit, don't need a separate method here
5 Days Ago
Added a backup generic hit pos so the attack heli rockets crosshair doesn't ever have to reset confusingly to the center of the UI
5 Days Ago
Fix compile error from title being changed to titlePhrase
6 Days Ago
Added a slight level of movement forgiveness when placing external walls, placing should now be possible while perched on something (where for all intents and purposes you're standing still but you might be moving an imperceivable amount per frame) Short Ice Wall now takes 3 seconds to place
6 Days Ago
Get rid of most of the unused commented code
6 Days Ago
Merge from main -> qol_auth_friends_tc
6 Days Ago
Merge from main
6 Days Ago
Fixed cargo ship not remembering which harbor it was docking at if the server was saved mid-dock
6 Days Ago
Fixed the quick move conveyor path leaving 0 quantity items behind when moving items These get cleaned up every second in the item heartbeat but we need it to be faster because electrical furnaces have limited space and the 0 quantity items were making the conveyor think it was full and shut down
6 Days Ago
Merge from main
6 Days Ago
Reserialize all materials (1083 changes)
6 Days Ago
Merge from main
6 Days Ago
Meta deletes
6 Days Ago
Meta updates
6 Days Ago
Merge from main
6 Days Ago
S2P fishing_village_c
6 Days Ago
Slight styling changes
6 Days Ago
Merge from main
6 Days Ago
Merge from cui_scrollablecontainers_54
6 Days Ago
Fixed typo in horizontal scrollbar json read
6 Days Ago
Merge from main
6 Days Ago
Fix typo, not meant to pass high precision offset to fog, just direct position https://i.imgur.com/EGNuSTA.png
6 Days Ago
Remove references to texture cube arrays Remove all CPU path for envmaps, bindings, fingerprinting, etc, should've removed 3 years ago but now we're ready for it
6 Days Ago
Bindless cubemaps!
6 Days Ago
Shadow Cache + Time Sliced Shadows (#1535)
6 Days Ago
Print actual lightdesc for shadow map on debug markers, cleanup
6 Days Ago
Readd shadow volume culling, CDrawShadowMapsForLightParams has all frusta inside itself, no need for multiple
6 Days Ago
Readd shadow volume culling, CDrawShadowMapsForLightParams has all frusta inside itself, no need for multiple
6 Days Ago
Remove all atlas downsampling bullshit, not even being used Backport shadowcache from CS2 Backport more shadowcache code from cs2, start adapting lightbinner for new layout Remove ConsiderLight and LightEntry, they're bullshit now and overcomplicated, used to figure out which lights had priority but not needed anymore, data flow is leaner now Time sliced shadows + shadow caching Remove shadow template views, doesn't make sense to have this code duplicated and makes it harder to work with it, I don't think we use those HLVR constants the code mentions, and if we do it should just be on the standard pipeline Vulkan: Fix ClearImpl not respecting layer viewports smaller than the screen, and instead just clearing everything with a fast renderpass, this caused issues when we want to just clear a small rect lb_time_sliced_shadows, fix directional lights not showing up, clear each rect when wanting to draw rather than having a complicated shadow atlas clear system Make CSM to be re-rendered for each view since they are view-dependent, but we can keep the same tiles we reserved Static vs. Dynamic object rendering for FindOrCreateShadowMapsForLight Fuck off with subrect clearing on shadowcache, we do it much simpler on draw now which is guaranteed to be clean, our goal is to go bindless too so it doesnt even apply Pass per view lighting constants to shadow, transition barriers to fog Fix file move on vpc for shadowmap_texturebarrier_renderer.h
6 Days Ago
merge from electricity_power_fixes/2/doorcontroller
6 Days Ago
Fixed NRE when saving null io line anchors refs
6 Days Ago
Make atmospherics on shadingmodel take position with offset directly, recompile terrain with it, fixes volumetric fog on terrain
6 Days Ago
cherrypicking 96512 !Removed the 5 scraps you get from recycling a RF Pager (as we removed the tech trash from its recipe)
6 Days Ago
Unity 22 package unity.ai.navigation metas
6 Days Ago
merge from nightlight_workshop
6 Days Ago
merge from pie_menu_phrases_reapply
6 Days Ago
merge from electricity_power_fixes/2/doorcontroller
6 Days Ago
Return 404 on missing package on package/get
6 Days Ago
Revert "Temporarily use batch publisher for "Upload" button in AssetPublishWidget, since it's doing nothing currently" This reverts commit 0985ef78fcb2e16747cb76f1e1c95a48d8567405. Fix publish page missing on certain package types Fix HasCodePath, HasAssetPath not working for single asset projects
6 Days Ago
Add dynamic crosshair