137,953 Commits over 4,324 Days - 1.33cph!

1 Year Ago
Add item ownership when collectible is picked off the ground
1 Year Ago
Add item ownership for items produced when car is shredded
1 Year Ago
Add item ownership to plants harvested
1 Year Ago
Fix item ownership not applying to finishing bonus
1 Year Ago
Set item ownership of photographs taken by the camera
1 Year Ago
Set item ownership of cassette tape to the player who made the recording
1 Year Ago
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1 Year Ago
Fixes towards MP3s hanging the game on first playback * Fixed MP3s recaching 2 times sometimes in a row * Fixed cache size not being able to exceed 65k * Make MP3s skip the ID3 data immediately on cache, not on first playback. This makes loading a bit slower per-file, but makes it so we don't need to cache 400KB of useless data per MP3 * Increased amount of cached data for MP3s to satiate initial burst of data access by BASS (from 16K to 96k) This was preventing async load of the entire file Merged Pull Requests * Refactor sandbox hints * Remove angular-ui, jquery-ui, jquery-color
1 Year Ago
Add ownership for gifts that are wrapped
1 Year Ago
merge from main, fuck fuck Plastic or whatever we call it now..
1 Year Ago
Try without merge tracking, ignoring subtractions
1 Year Ago
Untangle bad merges - maybe
1 Year Ago
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1 Year Ago
Only show the repair UI to the corpse owner Changed softcore gamemode convars
1 Year Ago
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1 Year Ago
Cooking table progress
1 Year Ago
added and updated some crocodile animations
1 Year Ago
Seed variants for sunflower, rose and orchid
1 Year Ago
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1 Year Ago
Added correct data path and log path when checking for DLSS support
1 Year Ago
merge from fast_debug_draw (fix shader on metal)
1 Year Ago
Update: ServerDemoPlayer - report errors if failing to find entities Need to verify if my previous changes are working in more complex scenarios. Tests: none, trivial change
1 Year Ago
fast debug draw: skip geometry shader on metal
1 Year Ago
experimentally routing calls to queries from a non-burst context to run a burst compiled job on the main thread and calls from burst contexts to directly run the code - uses a mixture of BurstDiscard and compiler hints to avoid compiling any branching into burst-compiled code - twice as fast than just burst compiling the function calls and calling it directly from managed/non-managed contexts - at least 10x faster for larger queries in worst cases (empty grid) and negligable difference for small queries
1 Year Ago
merge from main
1 Year Ago
Added some polygons to the cooking workbench liquid bottle that was looking a little PS2.
1 Year Ago
Update: FullServerDemo - detect full network ID range used in demo Replaces old invalid system of just reserving a constant chunk Tests: played back all demos that I have - all valid.
1 Year Ago
Add terrain blend layer to standard 4-way and packed mask blend, reduce terrain sampler slot usage
1 Year Ago
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1 Year Ago
Interior set dressing, tweaks to floor material in zigg scene
1 Year Ago
mauritia flexuosa M variant with LODs and billboard, materials initial commit
1 Year Ago
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1 Year Ago
Temporarily disabling DLSS/DLAA due to crashes
1 Year Ago
Update: FullServerDemo - support client RPCs for transient entities Implemented via an extra parse of demo stream, but should be okay since it's an editor-only process. Tests: Played the same demo where I collected wood - previously it quietly failed, now player got attributed resources.
1 Year Ago
Roadsign glove tweaks
1 Year Ago
Eye controller fixes
1 Year Ago
merge from main
1 Year Ago
Continuing work on zigg scene
1 Year Ago
Corpse inventory saving/loading Added workbench corpse
1 Year Ago
merge from terrain_ignore_grid
1 Year Ago
Added GibSimulator, tool to simulate gib physics in edit mode - helps creating container corpse prefab Not tied to Gibbable for now, still wip
1 Year Ago
Merge from main
1 Year Ago
Update: FullServerDemo - try to handle transient(not in the savefile) Entities - Record an entity snapshot once per demo chunk if sending specific messages - Positions, Flags, RPC(both server-sending and recieving) - DemoTransientEntities are not sent if we've sent an entity snapshot via Entities message during active chunk - Fixed not handling demo messages that can have 0 connections associated with it - Fixed incorrectly aborting on "unknown" message type when types are related to demo-specific messages. In theory this should allow us to avoid missing entities scenarios when playing back, which helps with determinism. But the server-recieving-RPC scenario needs more work - we record the transient snapshot after we recorded an RPC from the client, so I need to implement look-ahead in demo playback (or do what client demo playback does and index the demo). Tests: on Craggy in editor recorded a full server demo where I'm looting a wood-collectible. During playback it spawns, but doesn't get removed
1 Year Ago
Adding chicken lay egg animation
1 Year Ago
Adding Hidden/DebugLine shader to always included shader list
1 Year Ago
Merge from fast_debug_draw
1 Year Ago
tiger ledge attack anim exported with vertical motion again
1 Year Ago
Improve tiger leap timings
1 Year Ago
Emissive texture tweaks.
1 Year Ago
Cooking Workbench FX & Lighting WIP.