134,688 Commits over 4,293 Days - 1.31cph!

9 Minutes Ago
Tests: add ItemContainer.TestOnCycle test Tests: ran unit tests
11 Minutes Ago
Fixed an oversize gib in explosives box
23 Minutes Ago
Paintball overalls - Models/prefabs/materials/world models
36 Minutes Ago
Added support for 2 toggleable decal layers on the standard shader as shader features, meaning we no longer need the StandardWithDecal and StandardWithTwoDecal shaders
51 Minutes Ago
3p wallpaper anims edited
56 Minutes Ago
Optimize npc door opening logic, could save up to 0.1ms in best case. Also fixes bugs where doors wouldn't open, or too late.
1 Hour Ago
S2P both oil rigs Codegen
1 Hour Ago
merge from naval_update keep source on the oilrig scenes
1 Hour Ago
Made various auth commands work with boats / steering wheel such as ent auth, authcount, teleport2autheditem Fixed various inconsistencies, all of them should now work with all types of auth as youd expect Fixed entcount only working with steamid and not names Codegen
1 Hour Ago
material iteration, bespoke gloss for soft side mud wall look based off plaster_c
2 Hours Ago
Merge: from useplayertasks_removegroupoccludee_nre - Optim: rewrote how we manage occlusion groups to reduce their overall number and added pooling - Bugfix: UsePlayerUpdateJobs 2 - no longer send extra snapshots when players move across network grid Tests: 2p on Craggy - tested all occlusion interactions(fly away-back, hide behind terrain, use helicopter). Tested moving across grid with disconnecting 2nd player and killing them, validated occlusion groups. Monitored pooling via print_memory ListHashSet
2 Hours Ago
Bugfix: when player disconnects, ensure we destroy relevant occlusion groups - destroy local group if no local participants present - remove destroyed participant from other occlusion group member's groups Tests: 2p on Craggy in different cells - get 2nd player to disconnect, then kill sleepers. 1st player walks into the cell - no more NREs. Ran usual occlusion checks (fly away and back, hide behind terrain)
2 Hours Ago
Update navigation obstacles (s2p) in launch site
2 Hours Ago
Update navigation obstacles (s2p) in floating cities 1 to 4
3 Hours Ago
Fix NRE
2 Hours Ago
autoturret_improvements -> main
3 Hours Ago
created/applied 3pceiling paper deploy/idle animations to holdtype override controller
3 Hours Ago
autoturret_improvements -> main
3 Hours Ago
Fixed turrets idle tick freezing turrets vec aim dir to be (0,1,0) until the first target or player appeared nearby
3 Hours Ago
Update navigation obstacles (s2p) in missile silo
3 Hours Ago
Update navigation obstacles (s2p) in outpost
3 Hours Ago
Update navigation obstacles (s2p) in water treatment plant
3 Hours Ago
Update navigation obstacles (s2p) in trainyard
3 Hours Ago
Update navigation obstacles (s2p) in excavator
3 Hours Ago
Update navigation obstacles (s2p) in arctic base
3 Hours Ago
Update navigation obstacles (s2p) in airfield
3 Hours Ago
Update navigation obstacles (s2p) in military tunnels
3 Hours Ago
crypt building skin atlas textures and material setup
3 Hours Ago
Component box tools LOD3 tweaks
3 Hours Ago
Run AutoTurret tests at 10k units out of origin so the new idle tick will break in testing.
3 Hours Ago
main -> autoturret_improvements
4 Hours Ago
Blacklisted deep sea rhib and PT boat from auto turret tests
4 Hours Ago
Move most of buoyancy writeback into burst, add burst batch access for flow direction.
4 Hours Ago
Merge from replace_nav_modifiers_with volume, saves around 0.3ms per tick on large procgen, needs to commit monuments one by one for it to fully take effect
5 Hours Ago
Remove ViewmodelCameraAnimationSync component from deploy state on wallpaper viewmodel animator to remove warning about unable to find state Wallpaper third person animator only plays unroll animation on surface type change, not skin changes
5 Hours Ago
Merge from client_performance_session_fix
5 Hours Ago
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5 Hours Ago
Animator adjustments for binoculars
6 Hours Ago
Binocular animation polish pass
Today
Merge from main
Today
Convar changed during tests are automatically restored to their past value once the test is done
Today
merge from main
Today
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Today
Fixed being able to deploy objects on the top of the small ramp
Today
Optim: use pooling for occlusion groups - prealloc 2k groups in the pool (1 per player and sleeper) Tests: 2p on Craggy - nocliping across various grid cells and checking print_memory stats
Today
Optim: ServerOcclsuion - rewrite how we track occlusion groups - also fixes server occlusion bug which sends out more snapshots than necessary Previously every network group in subscription range of player would create an occlusion group. Now, only occlusion-enabled entities populate their local cells (and their subscriber's local cells) - se get activeplayer+sleepers count max of occlusion groups. Tests: both in UsePlayerUpdateJobs 0 and 2, 2 players on Craggy - ran around across network cells, flew outside of network range, used minicopter to fly into network range, checked sleeper is visible, checked kills clean up internal state. Player got occluded over terrain.
Fix third person wallpaper tool not playing animation when switching surface types Fix all wallpaper tool models being visible in third person until first surface type or skin change
Today
merge from main
Today
Do not forcibly crash the server if `player_connect` event failed to create * Now prints a warning and continues on. Fixed a typo (Serveres => Servers)