134,554 Commits over 4,293 Days - 1.31cph!

2 Months Ago
Fixed position offset on the front turret
2 Months Ago
- Fixed scuffed clamping on the front turret seat - Use tickrate for lerping (cant use deltatime since im predicting)
2 Months Ago
improved triangles->indices generation performance a bit, mainly trying to make it somewhat readable
2 Months Ago
edited eoka pose and python deploy anims and reduced eoka idle clip range so the anim loops correctly
2 Months Ago
merge from boat_building
2 Months Ago
Fixed realm removes after object rework
2 Months Ago
Split netting visuals and collision into separate objects. Lowered both. Decreased placement height of hull blocks.
2 Months Ago
sped up marching cube triangle generation by 10x by using local list batches with IJobParallelForBatch to reduce NativeList<>.ParallelWriter locking adds (~0.35ms -> ~0.05ms)
2 Months Ago
First iteration of balloon text and colour changing menu - Only added to circle balloon for testing and iteration
2 Months Ago
test mesh add
2 Months Ago
merge from server_occlusion_height_fix
2 Months Ago
Indirectly iterate modifiers with separate list of modifier types that servers as history
2 Months Ago
Animation pass on the rear 50cal
2 Months Ago
Update: serverocclusiondebug - clarify what invalid grid means Now explicitly saying that server occlusion treats path with one or more invalid grid positions as unblocked Tests: none, trivial change
2 Months Ago
Bugfix: server occlusion - skip occlusion for players outside of the occlusion grid Tests: checked occlusion between y:90 and y:110 - previously would stutter(OcclusionV1) or would occlude(OcclusionV2). Tested hiding behind a hill - still works
2 Months Ago
part 2
2 Months Ago
texture and material updates
2 Months Ago
added fuse burn mesh to cannon to allow darkening of the fuse as it burns.
2 Months Ago
merge from main
2 Months Ago
cleanup
2 Months Ago
deployable easel
2 Months Ago
trying to make sense of shit code I wrote a year ago
2 Months Ago
edited 3p chainsaw harvesting anim and reset tranlation in its entity
2 Months Ago
Fix client compile error
2 Months Ago
atlas A textures and mat
2 Months Ago
merge from green_hazmat
2 Months Ago
merge from storepage_fixes
2 Months Ago
Update: introduce BaseEntity.ServerNavMeshPos property and use it instead of the methods Incomplete work(need to expose transform matrices), will return after bugfixing Tests: none
2 Months Ago
Fixed various lighting issues within the lit and deferred lighting shaders within RRP
2 Months Ago
Merge from naval_update
2 Months Ago
- NPC dialogue panel no longer appears clickable when clicking does nothing - Improvements for resetting some objective types, setup for the deep sea islands and floating city missions. Affected objectives will no longer appear as complete if you no longer meet their complete criteria - Add 'blockReset' to objective statuses. Used to block objectives from resetting themselves if they are auto completed by another objective - Moved mission point for floating city to be the a zeroed child transform of Casino Barge - Map markers now get updated immediately upon opening and closing map - Fix SpeakWith objective types showing pings outside of the tutorial - SpeakWithTargetNPC now properly updates the objective location - Objective ShouldShowOnMap now also checks if prerequisite objectives are met - Objectives now check if prerequisite objectives are met before marking themselves as started - Fix missions list in map sometimes not showing active missions - Fix rotation of map mission marker for the deep sea entrance portal - Cache update map markers delegate
2 Months Ago
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2 Months Ago
Fix call order when BBS dies, so FinishBuilding can actually work
2 Months Ago
Try and finish building any boat before killing it.
2 Months Ago
Destroy any boat construction when the platform gets destroyed
2 Months Ago
Fixed store page footer canvas staying active when closed
2 Months Ago
edited flashlight refresh anims
2 Months Ago
merge from boat_building
2 Months Ago
Merge from parent
2 Months Ago
removed batching scripts from cargoship prefab
2 Months Ago
subtract 136367
2 Months Ago
Add graphics.useDetailedRendererBatchCullingCheck convar to test new behaviour, defaults to true Would need to relog to see the difference
2 Months Ago
Allow MeshLOD and RendererLOD components to use the occlusion culling system if they have a RendererBatch component but the RendererBatch won't work (eg. not marked r/w, too many tries, etc.) When standing at the edge of trainyard or outpost and looking directly at a wall (when you would expect the majority of assets to cull) this seems to cull a huge amount of renderers Compound goes from 4.4m tris and 1347 SetPass calls to 2.2m tris and 829 SetPass calls Trainyard goes from 5.5m tris and 1538 SetPass calls to 1.8m tris and 726 SetPass calls MeshCull seems to be working correctly on paper but still seems to be rendering when I would expect it to be culled, so there may be more gains to be had here
2 Months Ago
Apply some array bounds checks to ProcessCallbacks, trying to track down a rare NRE
2 Months Ago
Fixed an exception when toggling occlusion culling in the experimental settings menu while in-game
2 Months Ago
turret_head_animations -> naval_update
2 Months Ago
- Fixed muzzle flash playing at the wrong location (still bugged on front turret?) - Add model scripts to the top most parent of each of the 50cal entities - Remove any clientside angle smoothing - bad idea (causing minor stutters) - Deleted unused head anims folder
2 Months Ago
Dont bother with the snapshot update - we dont need it. Handle it in SV_ReloadStart instead
2 Months Ago
Yaw needs to be set as well due to where our animation starts
2 Months Ago
Actually set the pitch values to prevent them trying to continue where they left off