224,122 Commits over 3,684 Days - 2.53cph!

Yesterday
Automatically spawn players at random points on the map every half second (and then kill them)
Yesterday
Make sure we run interpolation on the new loop, this is being rewritten atm so I don't wanna touch it Optimize GameObject.Network, we do not need to constantly find the network root, it should only be set on network spawns and parent changes
Yesterday
missing kickstand model
Yesterday
separated kickstand from the main rig to allow for the sidecar connections
Yesterday
Fix triangle foundations not lining up after building outwards due to side sockets being 0.01m offset
Yesterday
Remove more PingEstimator spam
Yesterday
Automatically kill players 20 seconds after spawn, unless they're the local client player
Yesterday
Fixed all hunting bow arrowheads so they don't render on the middle of the arrow shaft in 3rd person. Reworked the fire arrow flames so that it doesn't bug out and stretch on vehicles. Also added a tiny light source to it and made it look and perform better.
Yesterday
Merge NudityNREFix -> TrackDownRagdollStalls
Yesterday
Cherry pick 96364 as there were other changes on that branch that aren't ready for main
Yesterday
Shorten that prop name
Yesterday
Ensure can't use different RPC attributes together, doesn't make sense
Yesterday
Fixed errors when using server-side corpses and pixellated censoring in editor, or changing cencoring mode in editor with server-side corpses present
Yesterday
Fixed the timer box staying active when a mission doesn't have a timer
Yesterday
Fix Socket_Specific_Female not getting parented to the target entity if parentToBone is false, fixes storage adaptors not getting parented properly and preventing industrial setups from working
Yesterday
Add some more documentation to the other RPC attributes
Yesterday
lb_indexed_pointlight_shadows. By default for now, don't cast shadows to indexed point lights if the cvar is set, rarely worth anything useful
Yesterday
added candle and flame to jackolanterns, re-rendered carvable pumpkin icon as previous one clipped
Yesterday
Fixed EffectParentToWeaponBone leaving orphaned particle effects in the world after the player changes weapon
Yesterday
🧹
Yesterday
Implement MethodArguments attribute, use it for UnicastAttribute ensure that first parameter is Connection
Yesterday
Arctic Pack typo
Yesterday
Update texture mipmaps
Yesterday
Fix NRE in BaseViewModel.HideSightMeshes()
Yesterday
legacy crate model, lods and gibs materials and textures
Yesterday
Fix TC showing "Clear Authoirzed List" when no players are authed on TC
Yesterday
Fix more client errors
Yesterday
Fix client compile errors
Yesterday
added gibs for hunting trophy large, small and fishing
Yesterday
Add ability to auth friends on TC (similar to turrets) - rename `AddSelfAuthorize()` -> `AddAuthorize()` - both "auth self" and "auth other" use same RPC - must assign "PickAFriend" dialog to tool cupboard entity for it to appear as an option in the radial menu - enabled on both TC & retro TC skin
Yesterday
Fix file move on vpc for shadowmap_texturebarrier_renderer.h
Yesterday
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
Yesterday
packaged food finished textures
Yesterday
narrow track pieces, fixing various issues with normals and face directions
Yesterday
merge from Tier3CrateRotationFix
Yesterday
merge from cargo_double_dock
Yesterday
merge from hobobarreliconfix
Yesterday
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Yesterday
merge from fix_uncompressed_tags
Yesterday
merge from teslacoil_igniter_damagepickup
Yesterday
merge from nexus
Yesterday
merge from fix_storage_adapter_blocking_looting
Yesterday
merge from helk_qol_01
Yesterday
fixed black line at top of hobobarrel icon
Yesterday
merge from helk_qol_01
Yesterday
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
Yesterday
More test items
Yesterday
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Yesterday
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
Yesterday
Make sure we run interpolation on the new loop, this is being rewritten atm so I don't wanna touch it