138,783 Commits over 4,352 Days - 1.33cph!

3 Hours Ago
start of set dressing in kiosk F
3 Hours Ago
merge from main
3 Hours Ago
tweaked normals on large wooden box to be same as workshop to fix error implemented some time last year
3 Hours Ago
set conditional models of storage boxes mesh cull to 20 from 50
3 Hours Ago
apartment lights update
3 Hours Ago
Update: expand isspeeding test coverage by generating index permutations Revealed a bunch of false-positive access violations, fixed by sprinkling NativeDisableParallelForRestriction (hate it) Tests: ran unit tests
4 Hours Ago
fix rotation tool transparency
4 Hours Ago
Implement corrected limit checking for mesh.Begin w/ static meshes I.e. when giving mesh.Begin a mesh object, the limit becomes 65535 instead of 32768 Added second arg to IMesh:DrawSkinned - mult by model matrix Try to prevent crashes with weird .phy files
4 Hours Ago
Fix profiler samples in Find and TryGetEntity
4 Hours Ago
Update: add a couple more test positions for unit tests Tests: tests pass
4 Hours Ago
Merge from main
4 Hours Ago
Merge from main
4 Hours Ago
- Fix paintball impact effects not always behaving with turrets - "Impotent" projectiles created just for effects for non instigating clients now know about their source weapon - Cleanup EntityRealm::TryGetEntity - Fix paintball impacts instigated by the local player not ignoring max spawn distance
4 Hours Ago
merge from painting_line_tool_winner
4 Hours Ago
Removed undesired line tool method, preview line is the winner! - removed sounds - HUD tip remains whenever holding shift, not just when actively drawing line
4 Hours Ago
merge from boxes_performance_pass
4 Hours Ago
Removed camera leaning towards horse head when galloping
4 Hours Ago
Added horse locomotion playable component, handles the locomotion animation playing and blending only
4 Hours Ago
boxes performance feedback
4 Hours Ago
Update: move normal calculation logic to HeightMapQueryStructure - Give couple methods a rename Tests: ran unit tests
5 Hours Ago
Bugfix: basic arespeeding unit tests now pass - use the right interpolators for IsSpeeding - add overloads to TerrainHeightMap.GetNormalsIndirect and antihack specific jobs to accept deferred arrays - make IsSpeeding work on CachedState Tests: ran unit tests
5 Hours Ago
setting up salvaged axe refresh prefabs
Today
Rentable Shop Kiosk F - first pass materials WIP
Today
Construction NRE fix
Today
merge from parent boxes_dlc
Today
Idle to walk and walk to idle imports
Today
exported horse walk to idle and idle to walk anims
Today
exported refreshed salvaged axe rig/anims
Today
Update: add basic consistency unit tests for AntiHack.IsSpeeding and AreSpeeding Currently fail, as I forgot to adjust the IsSpeeding logic after state cache changes. Tests: ran unit tests
Today
rebase on main
Today
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final 2 individual square steam images on storage_boxes_pack sitem
Today
Fix scientist weapons floating at world origin on server
Today
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Fix naval scientists new entity weapons leak, make sure new scientist weapon are not saved if the scientists themselves are not saved
Today
changed "component" to "storage" on all storage boxes descriptions, started to plug in square steam images to sitem
Today
merge from boxes_dlc
Today
Fixed paint mask normal map settings
Today
Gesture anim updates
Today
cannon anim update and IK adjustments
Today
merge from main
Today
Merge from island_cliff_water_fix
Today
Added some water volumes to the cliff areas on tropical island 1+2 to fix thse little pockets of no water No idea what the actual cause is, it doesn't seem to be affected by the ocean topology S2P both islands
Today
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