129,304 Commits over 4,201 Days - 1.28cph!

12 Days Ago
Try to fix linux compile error again
12 Days Ago
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12 Days Ago
MeshCull the black out box
12 Days Ago
Keep aim dir on cannons local whenever they're parented(to a boat), change all of the writes to aim dir to assume the same.
12 Days Ago
merge from ui_overhead_optims
12 Days Ago
Fixed chat and sleeping bag clusters texts appearing blurry
12 Days Ago
Cannon FX restoration. Nested them as standalone prefabs.
12 Days Ago
merge from ui_overhead_optims
12 Days Ago
Added hierarchy path for non menu, game or engine UI in printCanvases command. Easier to spot canvases from entities
12 Days Ago
Fixed F1 tools tab hud toggles not initializing correctly following 133710, causing half of the hud to disappear when opened
12 Days Ago
Merge from naval_update
12 Days Ago
A whole marathon of Indirect Instancing changes: - Schedule all jobs at the beginning of LateUpdate() for better worker utilisation. - Further improve scheduling behavior by modeling actual dependencies between jobs using writes_to_* and reads_from_* handles. - Allow instance reordering and command aggregation to run in paralell to give even more flexibility to the scheduler. - Run the debug overlay (where possible) in parallel with the jobs to improve performance - Avoid garbage allocation when scheduling the frustum culling job. (GeometryUtility.CalculateFrustumPlanes) - Schedule all jobs using ScheduleByRef. - Correctly set `[ReadOnly]` and `readonly` for all jobs to help Burst as much as possible. - Make batch size tunable: `indirect_instancing.batches_per_worker` - Add somewhat automatic instrumentation to CrudeProfiler via `using` statements. - Add ProfilerMarker to mimic what Unity 6 is doing with `using` statements. (Still need to verify it this compiles out properly.) - Add more profiler instrumentation. - Rename a ton of things for clarity. - Remove CommandBuffer. We won't need it where we're going.
12 Days Ago
Slot machine optimisation pass - halved the file size of the prefab, removed all skinned renderers Removed all allocations from client side invokes Don't spawn the payout UI elements until the player is with 15m (when the canvas would enable)
12 Days Ago
merge from fix_chat_messages_logs -> main
12 Days Ago
Fix compile error on linux server build
12 Days Ago
Fix chat messages not being logged to the logfile, only to the server console
12 Days Ago
merge from main (using main version of all the prefabs changed by a manifest update in naval)
12 Days Ago
merge from update_manifest_oct_25 -> main
12 Days Ago
Fixed farm barge NPC opening door too early
12 Days Ago
Prefab changes after generating manifest
12 Days Ago
Manifest after updating
12 Days Ago
Skin manifest
12 Days Ago
merge from ui_overhead_optimms
12 Days Ago
Merge from floating_cities
12 Days Ago
Delete client_modding ophaned prefab to fix GenerateManifest() throwing exception
12 Days Ago
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12 Days Ago
Spawns. Splat polish.
12 Days Ago
Fixed hudcomponent command messing with all these optims, we now toggle gameobjects only and keep the canvases untouched
12 Days Ago
Crosshair disables its canvas when hidden
12 Days Ago
floating city 4 latest
12 Days Ago
Now disable their canvas when invisible: Rock paper scissors Camera overlay Scope overlay Fixed blackout overlays not turning off completely
12 Days Ago
Spawning progress/backup
12 Days Ago
main -> unskinned_windmill
12 Days Ago
scientist_boat_fixes -> naval_update
12 Days Ago
Up scientist boat count from 12 to 36 (might scale with server pop in the future)
12 Days Ago
Dont global breadcast deep sea boat spawning - should prevent weird issues... scientists being without the boat?
12 Days Ago
merge from main
12 Days Ago
Now disable their canvas when invisible: - Reticle - Player names - Demo recorder saved - Vital notices Removed canvases on farmable animal, sleeping bag name, io entity
12 Days Ago
merge from fix_workshop_dof -> main
12 Days Ago
cherry pick: fix workshop DepthOfField inconsistencies
12 Days Ago
DepthOfField workshop fix
12 Days Ago
Fix crash when changing mesh quality levels near a ghost ship
12 Days Ago
Fixed TreeSway causing graphical glitches with Flashlight * The core issue was that value of `pShaderAPI->CurrentTime()` changed mid-frame, so some mesh would render with one time value, and then depthWrite shader would render the shadows for that mesh with a different timestamp, all within the same frame. Now we cache the time at frame start, fixing this and possibly other issues. $basetexturetransform support for DepthWrite (alpha tested materials) Prevent potential crashes on changelevel to do with color correction Pull request: Minor loading screen cleanups Disallow spawning SWEPs without models via spawnmenu * Weapons like the built-in fists, that are just invisible when spawned in (middle mouse click) Allow duplicating HL2 weapons from spawnmenu via duplicator as non admin Speed up entry animations for the 3 PHX seats * From 3 seconds to 1 second, like the other seats Fixed 2D skybox not rendering in water reflections without 3d skybox * When the water material specified "render 3D skybox", but map has no 3d skybox.
12 Days Ago
Removed canvas on health vital, use a canvas group instead
12 Days Ago
Merge from sail_rotate
12 Days Ago
Casino bugfixes Interior bounce lights will again be always on Tweaked padding pool area to make it possible to access and leave the padding pool easier Static discoball prefab Progress on the static pool / not fully functional yet Added bar shopkeeper
12 Days Ago
Loading screen and developer tools (console) toggle their canvases Removed the old "UI - Scaled" canvas in EngineUI, has been replaced by "UI - Scaled_1080p"
12 Days Ago
RPG7 - updated sling in world model
12 Days Ago
Now disable their canvas when invisible: - Net graph - UI background - Demo playback UI - Tutorial help popups
12 Days Ago
merge from fix_workshop_bodypart_clipping -> main