161,401 Commits over 4,597 Days - 1.46cph!

Yesterday
merge from more_lod_optims
Yesterday
Guard OnAncestorParentChangedClient NRE
Yesterday
Removed LODs from UZI viewmodel
Yesterday
Reduced tile size and terrain map size of jungle_ruins_d to reduce radius overhang and unused splats. Ran S2P. Reviewed changes in procmap.
Yesterday
Merge from horse
Yesterday
Merge from belt_select
Yesterday
Merge from dpad_quickcraft
Yesterday
Merge from parent
Yesterday
Cleanup
Yesterday
Rework belt select changes to support usable items
Rin
Yesterday
merge from RichCrocPie
Rin
Yesterday
merge from rhib_hand_fix
Rin
Yesterday
merge from more_lod_optims
Rin
Yesterday
merge from ptboat_leg_fix
Rin
Yesterday
merge from boatgroup_oilrig_reduction
Rin
Yesterday
merge from buildingblock_batching_fixes
Rin
Yesterday
merge from turninplace_tuning
Yesterday
merge from scrapking_batching_fix
Yesterday
Redo the occlusion of apartment rooms - check the camera position of the player instead of relying on the occlusion culling system
Yesterday
merge from base_occlusion -> main
Yesterday
Codegen
Yesterday
merge from base_occlusion -> main
2 Days Ago
light sources on water w/ shadows, water also receives sun shadows now as well
2 Days Ago
Fixed edge cases of the CH47 crate landing on top of the powerline pole at powerplant
2 Days Ago
Fixed more blocks not batching - Jungle ramps, spiral, L and U stairs - Container roofl ines - Frontier square floor details
2 Days Ago
Merge from splash_fx_fix
2 Days Ago
Fixed buoyancy points never respecting the nextSplashTime interval Moved the interval to the parent Buoyancy component so it's shared between all points and lowered the minimum time between splash fx to 0.1 Fixes audio cutting out when driving through storms (starved audio decoders)
2 Days Ago
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2 Days Ago
Updated the test to catch more stuff
2 Days Ago
Fixed RHIB drivers reaching for nothing with their arms stretched out The pooled driver seat kept its cached RHIB when it was reused on another boat, so the hands went for the old boat's wheel
2 Days Ago
Fixed adobe woodbeams not batching (forgot to add the RendererBatch when implementing wallpaper)
2 Days Ago
Fixed the rest of the stuff not batching: - Crypt stairs and spiral landings - Adobe roof lines and low wall corners - Brick roofs - Twig roofs and roof lines - Brutalist triangle spiral landing
2 Days Ago
Hook up -noTJuncsDetail to its internal variable Allow using strings as trace filters Remove / from file.Find results Block out workshop items of blocked Steam users * This mimics what Steam already does on the Steam Workshop website. Fixed PID_FILE not doing anytthing with srcds_run Add 6th opt argument to util.BlastDamage - damageType override Add "-condebug_filename" cmd switch to change console.log name Improve error handling of error() calls with non strings Build VVIS for Linux Linux 64bit client now fully compiles
2 Days Ago
Merge from main
2 Days Ago
viewmodel updates - tightened up fire anims - edited reload & bolt pulls to avoid clipping when using a scope - added a new deploy with stock so it can be played at correct speed - added sound events - set deploy stock in animator back to 1
2 Days Ago
- scope attachment position update
2 Days Ago
Fixed gingerbread building skin not batching at all
2 Days Ago
PT boat turrets: front turret uses the regular crosshair & wider front aimcone - less damage on both - Front 50cal guns: aimCone 0.2 -> 1 - Front and rear 50cal guns: damageScale 1 -> 0.75
2 Days Ago
give front pt boat turret the regular crosshair rather than a dot
2 Days Ago
Fix line endings
2 Days Ago
Fixed HQM walls, frames and spiral stairs LOD0 blocks not batching
2 Days Ago
Updated Nailgun World Model to Fix World Model Nails having wrong UV Channels
2 Days Ago
Updated Nailgun Nails LOD distance so shouldn't change to quickly
2 Days Ago
Merge from distance_flare_extended_range
2 Days Ago
Request the highest mipmap level for distance flares so they don't use a 1x1 texture (they have no Renderer component)
2 Days Ago
Fixed none of the ramps batching across all skins
2 Days Ago
Only spawn 1 boat group at large oilrig - not 2
2 Days Ago
Light ink opacity value in shader, brighter ink contributes a little less than darker ink to avoid colours being too intense/saturated Simplified tattoo colours
2 Days Ago
FIx player legs freaking out after swapping between both turrets on the pt boat turret
2 Days Ago
Speculative fix for ocean water appearing inside canyons placed near the shore - extended Mountain topology on `ue_canyon_[abc]` to prevent Water topology where canyons dig below sea level. This required a small radius increase on `ue_canyon_b` & S2P Couldn't reproduce the original report.