141,798 Commits over 4,383 Days - 1.35cph!

42 Days Ago
Fix path not logging to vddraw, fix animals always fleeing
42 Days Ago
Phrase update
42 Days Ago
removed TriggerWakeAIZ, made gizmos less obnoxious, just use player querygrid directly instead of connections
42 Days Ago
Merge: from spectate_stay_after_dc - Bugfix for disconnecting players staying standing with UsePlayerUpdateJobs 2 Tests: spectated disconnecting server
42 Days Ago
Bugfix: ServerOcclusionParallel(Jobs 2) - when spectator is hovering in a net group cell, use that cell's occlusion group As the spectated player disconnected, we would stop populating the occlusion results cache, thus leaving spectator in a frozen-world state Tests: on craggy with Jobs 2 - spectated a player that disconnected, was able to see them sleep. Did same from outside network range.
42 Days Ago
Fix animals running in circles
42 Days Ago
Fixed some potential crashes Clear _rt_Camera texture to black on disconnect Clear water reflection/refraction textures when unused Ship fixed door models * Door03_Slotted - fixed skins not working, fixed opening animations not always playing correctly, added ep1 hardware type, fixed pushbar lighting * Door03 (Ep1) - added rusted texture skin from Door01 (fits the window cutout) * Door01 - added ep1 hardware type, fixed pushbar lighting Ship fixed Skin13 & 14 for doors * Fixed handlebar textures for both Merge PR: Toolgun trace not hitting parented props re-fix Fixed a crash to do with HTLV Fix potential crash issue with rope rendering Implement pistol empty holster * Fixes the model having empty and non empty holster anim being tied to the same activity Remove the while loop from DModelPanel render * Added surface.GetScissorRect (Faster than surface.GetPanelPaintState) - returns enabled, left, top, right, bottom Merged Pull Requests * weapon_fists sets damage position * Make closedcaptions fonts anti aliased Fix missing font CloseCaption_Small Implement vendor specific shadow depth format test for Intel Allow solid triggers to touch triggers * Allows loose weapons and ammo entities touch remove/teleport triggers, etc. Unhide r_particle_timescale Make effects.BubbleTrail not turn start/end pos into mins/maxs Add a temp hack for missing surface.GetScissorRect
42 Days Ago
Fixed artifacts caused by dithered objects being rendered in front on subsurface scattering type objects
42 Days Ago
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42 Days Ago
replace procedural creation of TriggerWakeAIZ in dungeons with WakeAIZ
42 Days Ago
Revert 144931, use "Armor" everywhere in the store page instead. Thought "Armour" was the US spelling US English is supposed to be the default (I'll add UK english at some point ok)
42 Days Ago
Armor -> Armour in the storage box store page pack description
42 Days Ago
Skin pass for snow jacket
42 Days Ago
replacing train tunnel prefabs TriggerWakeAIZ
42 Days Ago
merge from main
42 Days Ago
merge from main
42 Days Ago
merge from storepage_boxes
42 Days Ago
Added pack to storage section
42 Days Ago
Merge from PlayerRigUpdate2
42 Days Ago
Skin pass for hide pants
42 Days Ago
Model changes and prefab light set dressing for kiosk D
42 Days Ago
Fix compile errors from merge
42 Days Ago
Pack showcase media
42 Days Ago
merge from boxes_dlc
42 Days Ago
replaced all TriggerWakeAIZ in all monuments and ran s2p - train tunnels still left - airfield - artic_research_base - bandit_town - compund - desert_military_base a/b/c/d - excavator - military_tunnel - oilrig / oilrig_small - trainyard
42 Days Ago
remove debug logs
42 Days Ago
merge from boxes_open_access
42 Days Ago
Fixed pivot on rentable shop F. First pass proper art for rentable shop D (still WIP as are the others)
42 Days Ago
also copy sleep delay and zones in tool
42 Days Ago
quick tool to convert TriggerWakeAIZ with a button - also made it so BaseEditorExAttribute can invoke a method for isTrue/isFalse instead of just reading fields/properties
42 Days Ago
Pack showcase wip
42 Days Ago
Merge: from main
42 Days Ago
Bugfix: uncomment tickState caching Left it commented because I thought it would help with unit test validation, but it's completelly unrelated to my unit tests. Tests: on Craggy tried to sprint with UsePlayerUpdateJobs 0
42 Days Ago
Fixed slot machine not animating with Indirect Instancing
42 Days Ago
merge from storepage_boxes
42 Days Ago
Revert EditorSettings
42 Days Ago
Fixed skin viewer not showing any box content Media size tweaks
42 Days Ago
Removed mesh cull from shipping container floor frames and wall frames as they should rely on network distance for culling
42 Days Ago
disabled mip streaming on the decal textures for shipping containers
42 Days Ago
setup ghostships and tropical islands WakeAIZ again because I changed the serialized format - ran s2p on all islands
42 Days Ago
Removed unused media, downsized the rest and made atlases
42 Days Ago
merge from main
42 Days Ago
corrected radius
42 Days Ago
merge from main
42 Days Ago
optional box support, re-uses x component of vec3 size for radius otherwise - uses largest extension for network radius check and then a coarse OBB<->triggerpoint intersection to determine actual contents
42 Days Ago
merge from boxes_dlc
42 Days Ago
tweaked lod cull distances on hopper and storage monitor to cull at same distance as everything else (60)
42 Days Ago
Storage box store page media 3
42 Days Ago
Storage box store page media 2
42 Days Ago
Storage box store page media 1