255,289 Commits over 3,990 Days - 2.67cph!

14 Days Ago
merge from fix_tech_tree_total_cost
14 Days Ago
Initial attempt at a Drawbridge: - Use Siege Tower Drawbridge 1 - Allow placement in a door frame - Adjust protection volume - Use door guide mesh
14 Days Ago
Added parameter field in TestResultEntry Fixed empty testrunner run command erroring
14 Days Ago
Linux: Add Steam APIs, use SteamNetworkingSockets for Linux, same functionality as GameNetworkingSockets Explicitly delete copy constructors for thread tools and lean vectors, certain GCC versions are bitching about this?
14 Days Ago
vending_stats_fixes_3 -> main
14 Days Ago
Fix wildly inflated vending stats sold amounts
14 Days Ago
small vehicle editor fix to not spam assert errors when no mount points are set
14 Days Ago
setup basic handcar prefab, able to move on track by just setting a force override convar at the moment manifest gen + codegen
14 Days Ago
blackboard model materials and textures
14 Days Ago
Export test results in the server directory
14 Days Ago
Improve delta snapshot system by dynamically increasing and reducing stored sent snapshot cluster size to ensure we give ample time for an ack - these could get lost of we send a lot of clusters per second. Another improvement is to predict last receive snapshot data and assume they will go through, optimizing by not sending the same value 50 times a second - if not ACK'd in time, we'll clear the prediction and send again. I'm seeing good results on TTT where the host goes from sending 1mb/s to ~18-30kb/s with one connected client in some cases. Add SteamEnums.RecvMaxMessageSize and SteamEnums.RecvBufferMessages. Set these values in bootstrap to higher values.
14 Days Ago
Added cancel command, to cancel the current test run
14 Days Ago
Update: Impllement GamePhysics.HandleIgnoreCollisions as a batch - extended TerrainCollision to support batching - extended WaterColllision to support batching There's still more improvements that can be done (translating into burst jobs and better job-graph building), but currently the goal is to translate more of code into batch form away from singular. Tests: none, it's not hooked up yet - will explore writing unit tests next-ish
14 Days Ago
Split server and client tests correctly into different folders Compile fixes
14 Days Ago
Generate json results after each test run Cleanup
14 Days Ago
moved handcar under trains folder
14 Days Ago
reverting scene changes from merge that look unintentional
14 Days Ago
merge from horse2_fixes/handling
14 Days Ago
merge from handcar
14 Days Ago
Scene system listeners I'll need later Clean up old dead code Collect and pass around SceneLightObjects instead of the LightDesc ptr Managed shadow mapper, entry point from lightbinner, creates and renders shadow frustums Set gpu light data from c#, pass shadowmap bindless texture id, use it from lighting shaders Visualize depth uses screen space coords vfx_vulkan: SV_ViewID is a built in semantic fucking with VK_KHR_multiview and cubemap render targets
14 Days Ago
Don't return a new list each light gather, reuse the already allocated memory
14 Days Ago
Unused SceneView methods Remove ISceneView::AddSceneObjectToRenderList ISceneView::GetWorldToRender & related return ISceneWorld not CSceneWorld Add CommandList.Set( StringToken, Texture ) Dispose of AssetPreviews after we've rendered their thumbnail. PreviewScene.Dispose destroys it's Scene
14 Days Ago
Network options on a GameObject where the GameObject is a prefab instance will only be serialized if the values differ from the prefabs. When loading a prefab instance as a GameObject from a Hammer scene, find the correct network mode. This fixes an issue where if a prefab is added via Hammer, but later the prefab's network mode or something changes, the new default wouldn't be used when loading the map. It'll still use the one the map was serialized with.
14 Days Ago
Adding procedural option using render primitives indexed indirect for grass blades with calculated vert positions
14 Days Ago
Forum update
14 Days Ago
Leaderboard backup, run #17501
14 Days Ago
First pass piping update data (similar to IO tool)
15 Days Ago
Created farming inventory loadout Chickens can eat and drink
15 Days Ago
Leaderboard backup, run #17500
15 Days Ago
Added server.fillChickenCoop command
15 Days Ago
Hook up sunlight tracking
15 Days Ago
Refactors for future content Added sunlight stat
15 Days Ago
First pass new model setup
15 Days Ago
modular pipe set texture and mesh update
15 Days Ago
Merge from main
15 Days Ago
Protobuf
15 Days Ago
Merge from parent
15 Days Ago
Unsaved assets
15 Days Ago
Added a slight delay before items start moving
15 Days Ago
Implement new foliage placement function in RefreshAsync update, adjust refresh distance when using instancing, make debug toggle.
15 Days Ago
Placeholder effects
15 Days Ago
ServerInit. Nicer placement.
15 Days Ago
Movement fixes
15 Days Ago
Merge from main
15 Days Ago
Fixes
15 Days Ago
Prefab and settings tweaks
15 Days Ago
Pick a random area for each item. Areas can now be offset. Random offset per item.
15 Days Ago
Fixed shield not visually appearing correctly if the player cancels a fractional reload while holding a shield (only affected mini crossbow)
15 Days Ago
Leaderboard backup, run #17493
15 Days Ago
Move more stuff to DoPrepare. Some inital runtime stuff.