139,073 Commits over 4,352 Days - 1.33cph!

2 Days Ago
- Grab banned servers only when cache is set to false - Seperate banned servers into its own class seperate from the manifest - Wire a nice await before refreshing currently opened brwoser into the server browser page
2 Days Ago
culling mode set to animate all on salvaged axe viewmodel prefab
2 Days Ago
Fix missing compression headers from ServerList HttpClient - allows serverlist to download in gzip as intended
2 Days Ago
Fix animals and naval scientists only fleeing or being passive
2 Days Ago
Created a small physics engine for Pool - Uses ball and line intersection - Cheap - Data based structure so we can thread it/run on native Still lots to implement. Working proof of concept
2 Days Ago
Fix path not logging to vddraw, fix animals always fleeing
2 Days Ago
Phrase update
2 Days Ago
removed TriggerWakeAIZ, made gizmos less obnoxious, just use player querygrid directly instead of connections
2 Days Ago
Merge: from spectate_stay_after_dc - Bugfix for disconnecting players staying standing with UsePlayerUpdateJobs 2 Tests: spectated disconnecting server
2 Days Ago
Bugfix: ServerOcclusionParallel(Jobs 2) - when spectator is hovering in a net group cell, use that cell's occlusion group As the spectated player disconnected, we would stop populating the occlusion results cache, thus leaving spectator in a frozen-world state Tests: on craggy with Jobs 2 - spectated a player that disconnected, was able to see them sleep. Did same from outside network range.
2 Days Ago
Fix animals running in circles
2 Days Ago
Fixed some potential crashes Clear _rt_Camera texture to black on disconnect Clear water reflection/refraction textures when unused Ship fixed door models * Door03_Slotted - fixed skins not working, fixed opening animations not always playing correctly, added ep1 hardware type, fixed pushbar lighting * Door03 (Ep1) - added rusted texture skin from Door01 (fits the window cutout) * Door01 - added ep1 hardware type, fixed pushbar lighting Ship fixed Skin13 & 14 for doors * Fixed handlebar textures for both Merge PR: Toolgun trace not hitting parented props re-fix Fixed a crash to do with HTLV Fix potential crash issue with rope rendering Implement pistol empty holster * Fixes the model having empty and non empty holster anim being tied to the same activity Remove the while loop from DModelPanel render * Added surface.GetScissorRect (Faster than surface.GetPanelPaintState) - returns enabled, left, top, right, bottom Merged Pull Requests * weapon_fists sets damage position * Make closedcaptions fonts anti aliased Fix missing font CloseCaption_Small Implement vendor specific shadow depth format test for Intel Allow solid triggers to touch triggers * Allows loose weapons and ammo entities touch remove/teleport triggers, etc. Unhide r_particle_timescale Make effects.BubbleTrail not turn start/end pos into mins/maxs Add a temp hack for missing surface.GetScissorRect
2 Days Ago
Fixed artifacts caused by dithered objects being rendered in front on subsurface scattering type objects
2 Days Ago
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2 Days Ago
replace procedural creation of TriggerWakeAIZ in dungeons with WakeAIZ
2 Days Ago
Revert 144931, use "Armor" everywhere in the store page instead. Thought "Armour" was the US spelling US English is supposed to be the default (I'll add UK english at some point ok)
2 Days Ago
Armor -> Armour in the storage box store page pack description
2 Days Ago
Skin pass for snow jacket
2 Days Ago
replacing train tunnel prefabs TriggerWakeAIZ
2 Days Ago
merge from main
2 Days Ago
merge from main
2 Days Ago
merge from storepage_boxes
2 Days Ago
Added pack to storage section
2 Days Ago
Merge from PlayerRigUpdate2
2 Days Ago
Skin pass for hide pants
2 Days Ago
Model changes and prefab light set dressing for kiosk D
2 Days Ago
Fix compile errors from merge
2 Days Ago
Pack showcase media
2 Days Ago
merge from boxes_dlc
2 Days Ago
replaced all TriggerWakeAIZ in all monuments and ran s2p - train tunnels still left - airfield - artic_research_base - bandit_town - compund - desert_military_base a/b/c/d - excavator - military_tunnel - oilrig / oilrig_small - trainyard
2 Days Ago
remove debug logs
2 Days Ago
merge from boxes_open_access
2 Days Ago
Fixed pivot on rentable shop F. First pass proper art for rentable shop D (still WIP as are the others)
2 Days Ago
also copy sleep delay and zones in tool
2 Days Ago
quick tool to convert TriggerWakeAIZ with a button - also made it so BaseEditorExAttribute can invoke a method for isTrue/isFalse instead of just reading fields/properties
2 Days Ago
Pack showcase wip
2 Days Ago
Merge: from main
2 Days Ago
Bugfix: uncomment tickState caching Left it commented because I thought it would help with unit test validation, but it's completelly unrelated to my unit tests. Tests: on Craggy tried to sprint with UsePlayerUpdateJobs 0
2 Days Ago
Fixed slot machine not animating with Indirect Instancing
2 Days Ago
merge from storepage_boxes
2 Days Ago
Revert EditorSettings
2 Days Ago
Fixed skin viewer not showing any box content Media size tweaks
2 Days Ago
Removed mesh cull from shipping container floor frames and wall frames as they should rely on network distance for culling
2 Days Ago
disabled mip streaming on the decal textures for shipping containers
2 Days Ago
setup ghostships and tropical islands WakeAIZ again because I changed the serialized format - ran s2p on all islands
2 Days Ago
Removed unused media, downsized the rest and made atlases
2 Days Ago
merge from main
2 Days Ago
corrected radius
2 Days Ago
merge from main
2 Days Ago
optional box support, re-uses x component of vec3 size for radius otherwise - uses largest extension for network radius check and then a coarse OBB<->triggerpoint intersection to determine actual contents