134,966 Commits over 4,293 Days - 1.31cph!

Yesterday
▋▉▄▄▅▌▉ ▇▌▆▄ ▊▉▊█▅▋▄█▆▊▍▌█▅▉▍
Yesterday
Change steering wheel lock sound
Yesterday
vclouds: - cap full res image to 4k in either dimension (prevents GPU murder when taking high res screenshot, aspect ratio is maintained when scaling down) - don't reproject when taking a screenshot, render the full cloud image from scratch - respect time.timescale
Yesterday
Change position operations to integer coords to solve lod border issues with some terrain sizes Setup terrain renderer to run in editor for scene view and game view cameras
Yesterday
Merge from kinematic_asleep_magnet
Yesterday
Added a new kinematicWhileAsleep option for vehicle settings Enabled for magnet crane
Yesterday
add deep sea version for environment volume properties ocean overrides
Yesterday
Merge from dropped_item_optim
Yesterday
merge from indirect_instancing
Yesterday
rebase on main
Yesterday
Properly cull underground objects when Indirect Instancing is enabled
Yesterday
Progress
Yesterday
Rename queue budget
Yesterday
Add stressTest_DroppedWeapons, drops the given number of ak's in front of the player, defaults to 500 if nothing is provided Moved DroppedItem.CheckValidPosition into the existing dropped item queue with a 0.05ms budget In theory this should be fine as the raycast goes from the last valid position to the current position, if there's some time between those two events it should resolve itself In a test case of 500 guns this saves about 0.5ms/frame
Yesterday
██▆▄ ▌▊▆ ▆▄▄▋▊▍ █▊█ ▌▇▄▌▋██▉▋▉▌ ▌ ▋▄█▄▇▉▍▋▄▆▌▉▌▍▇▉▄▌▌▌▊▊▍█ ▌ ▊▋▄▍ ▋▇ ▇▋█▉▄ ▉▋▆ ▇▉▌█ ▉██▍ ▌▄▍█▍▊▄▅▅▄ ▄▅ ▋▋▍▋▆ ▍▉▌██▆▍▇▉▉ ▇▋▆█▍▇ ▊▍▍▄▆█▊ ▊▆▇ ▄▉▉▉▉▉▄▅▊ ▍▊▉▇▋▍ ▅▇▅▋█▍ ▊▄▋ ▄▌▍▋▄▉▍▅▆ ▄▆█▋▄ ▍▋▊▄ ▋▄▊▅ ▉▅▅▅▄▉▍▋██▉▋█▋▊ ▇▅▄▍▉▆▇▉█▇ ▇▅▄▌▌▌ ▍▄▌▆▌▊▌▉█ ▆█ ▉▌▍▍▉▆▅▆▍▋ ▅▅▍▆ ▉▊ ▋▊ ▇▌▍▊▉▉ ▋▉█▋ ▋▆ ▉ ▉▆▌▋▋▉█▌▌ ▍▉▍ ▅▌ ▍▍▄▇▄▅▌ ▄▇▉▍▆ ▇▆▍▌ ▇▉ ▊▅▉▌▄▉ ▌▄▇ ▌▉▍█▊█ ▋▋▊██▋▅ ▋▉▍▇▌ █ ▅▅▌ ▄▉▍▇▍ ▆▄▌██▍▋▍▉▇ ▄▆▌▊ █▇ ▇▍ ▌██▄▍▋▋ ▇▌▆ ▍█ ██▇ ▉█ ▋▋▍▍ ▋█▋ ▄▉▆▉▊▉▊
Yesterday
underwater fog lerping respects reflection.forceupdate
Yesterday
Fix culling volumes not working with Indirect Instancing by allowing to inject culling decisions from gameplay code. (pre_culled_mask)
Yesterday
lightu-up frame setup, including xl and xxl sizes, gibs, collision, needs lods
Yesterday
Merge from naval_update
Yesterday
Adjust LOD distances on casino structure so that it doesn't get culled before the HLOD kicks in S2P all floating cities
Yesterday
Upgrade to Discord social SDK 1.8.13395 Hook up RegisterAuthorizeRequestCallback
Yesterday
Don't allow deployable corpses on boat hulls while in edit mode
Yesterday
Remove the hardcoded apple image in the fog of war shader if something breaks, will now just show fully occluded Update the death screen if we receive updated fog images from the server
Yesterday
ornate frames XL and XXL, tidied up icons, collision, lods, added gibs
Yesterday
Refactored code so its more performative, scales better and doesnt contain unnecessary code duplication. Also added a Help string too.
Yesterday
▅▋▄▊▊▊ ▄▆▅▅ ▍▅▍▄██▅█▊▊▊▉▋▍
Yesterday
▉█▇█▅▋▊▋▍ ▋▆ █▆▉▋▌▊▌▊▆█▇▊▊▄▊▆▆
Yesterday
50cal_fullammo_spawn -> main
Yesterday
Ensure 50 cal turrets start with max ammo
Yesterday
rhib_passenger_light_fix -> main
Yesterday
NRE fix
2 Days Ago
Add a few new inputs to prop_vehicle_jeep (Jalopy version) * DisableRadarDetectEnemies * EnableHazardLights * DisableHazardLights * NoHazardLights key value * Added "Has Gun" keyvalue to jeep in Hammer * Removed non existent "HUD Locator Precache" spawnflag from Jeep in Hammer Use FGD files * Fixed prop_vehicle_jeep having static prop key values that are not applicable to it * Added some descriptions here and there, where there were previously none * Deduplicated some key value definitions, such as skin and fade distance stuff Added new spawnflag for func_tracktrain - GoldSrc rotation Make plastic materials emit some particles on bullet hit * Affects props like the blue barrel, Lamarr cage, etc.
Yesterday
Ensure only drivers can toggle RHIB lights
2 Days Ago
WIP Painting Line draw tool
2 Days Ago
Update: PersistentObjectWorkQueue now gathers a bit more telemetry - also fixes a potential bug with stale data uploading to our backend (another case in ObjectQueue) There's a bug with it being desynced with the rest of the data (it's called last, but in reality is current), will fix later Tests: none, not done yet
2 Days Ago
Paintable Reactive Target - Updated texture size down from 4K to 2K
2 Days Ago
merge from main/naval_update
2 Days Ago
Increase RADAR_CONTACT_TYPE_BITS from 3 to 4 (for sign bit)
2 Days Ago
Try setting ruin door to world layer to fix navmesh bug
2 Days Ago
Paintable Reactive Target - Fixed and improved paintability, cleaned up meshes, updated textures and shaders, updated gibs, simple collisions for static parts, rendered icon and ran icon manifest.
2 Days Ago
merge from deployer_vm_3p_fix
2 Days Ago
Fix building plan appearing untextured in 3rd person when deploying certain items generic_deploy now uses the same setup / viewmodel as the regular planner
2 Days Ago
Reimplement deep water checks in batched buoyancy
2 Days Ago
boat_planner_new_icons -> main
2 Days Ago
Add Lewis's new icons for Boat Building Parts: - Low Wall Barrier - Low Cannon Wall - Low Wall
2 Days Ago
Add "enabled" key to util.GetSunInfo Try to fix IMaterial:GetShader on Linux SRCDS * By storing the shader name on the material, instead of relying on the shader system on dedicated server
2 Days Ago
more prefab setup
2 Days Ago
Fixed boat building planner worldmodel showing regular planner on LOD1 and LOD2
2 Days Ago
Update: runtime_profiler - track pre_lateupdate times It's a category with a bunch of unity internal work that can take a non-trivial amount of time. Should make it easier to identify source of degradation. Tests: dryrun of analytics in editor with runtime_profiling 1
2 Days Ago
main -> naval_update