126,247 Commits over 4,171 Days - 1.26cph!

42 Days Ago
WIP on farm barge
42 Days Ago
Update protobuf deserialization of navdata
42 Days Ago
add bootleg ambient boost gradient to see if we can get some more ambient light at 7 am
42 Days Ago
fix clouds null ref outside play mode (introduced with demo timescale fix)
42 Days Ago
Fix compile errors
42 Days Ago
Fix query vis job runner not ignoring terrain holes.
42 Days Ago
Undo vphysics changes Limit static prop counts to save values for now Fixed regression in gmod_camera
42 Days Ago
Chandelier raise/lower interaction priotity logic
42 Days Ago
Rebase on current /main
42 Days Ago
Update: slightly more landscaping Tests: none, trivial changes
42 Days Ago
merge from projectiled_batched_demo_fix
42 Days Ago
merge from background_flickering_fix
42 Days Ago
merge from tutorial_video_fix_2
42 Days Ago
Merge from ./command_buffer_indirect because I'm stupid
42 Days Ago
Revert model importers and materials to the state they have on /main
42 Days Ago
merge from steaminventory_price_fix
42 Days Ago
merge from initial_description_fix/server_description_wait/server_logo_incorrect/connect_modal_nre_fix_2 (..to be continued)
42 Days Ago
(WIP) SIMD frustum culling implementation
42 Days Ago
merge from vanilla_techtree_fix
42 Days Ago
Update: being brave and replacing an if-continue with an assert Tests: none, read through code to confirm it should hold
42 Days Ago
Increase minimum considered graphics memory for texture streaming budget calculations to 8 GB. This should reduce blurryness on lower end GPUs, possibly at the cost of frame rate.
42 Days Ago
reduce the amount of smoke, lower volume of sfx
42 Days Ago
Increase minimum considered graphics memory for texture streaming budget calculations to 8 GB.
42 Days Ago
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42 Days Ago
Merge from /main
42 Days Ago
Merge from ./vram_budget
42 Days Ago
Chandelier progress Prefab tweaks
42 Days Ago
Added DisabledIf attribute for entity menus, for when you want to show a disabled interaction
42 Days Ago
Update: start on BasePlayer.ConnectedPlayersUpdate - Inlined BasePlayer.ConnectedPlayerUpdate and cleaned up the styling - Annotated potential loops to optimize/offload - Removed dead IsReceivingSnapshot check Tests: none, trivial changes
42 Days Ago
Merge from ./command_buffer_indirect
42 Days Ago
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42 Days Ago
Bugfix: Parallel ServerOcclusion - get rid of extra ShouldNetworkTo checks - Added a note explaining why we're not offloading network-cached children to worker threads Tehnically previous version added an extra check due to APIs being used - this brings it back in line with serial count. Tests: 2p session on craggy with UsePlayerUpdateJobs 2
42 Days Ago
very weak angular drive spring on ceiling light so it can't rest weirdly but still tilts nicely
42 Days Ago
lr300 animation update
42 Days Ago
Properly break out of GetRules() if rules are null
42 Days Ago
New, cleaner pipeline for setting server logos. Connect modal doesnt do anything. Fully handled by PlayerJoin system
42 Days Ago
merge from bc_viewmodel_fixes/frontier_hatchet
42 Days Ago
re-tuned BC on frontier_hatched_VM now that it's rendered in VM space rather than world - less jitter - actually moves in the right direction when spinning
42 Days Ago
Consolidate market price error handling
42 Days Ago
Fixed some items showing as marketable locked when they shouldn't
42 Days Ago
corrected rotation delta rootmotionstrength modifier, was ivnerted
42 Days Ago
Clean: simplify SendAsSnapshotWIthChildren - remove includeChildrensChildren - it was always set to true - remove the children null check - it's always created/set Tests: compiles in editor
42 Days Ago
Update indirect instancing tools with new mesh r/w logic
42 Days Ago
Connect modal: Ensure description is always cleared whilst we wait for the new one to arrive Add a spinner showing the description is still 'updating'
43 Days Ago
String lights generation optimisations and refactoring Lights and batched mesh are culled Fixed changing graphics quality turning all string lights off
43 Days Ago
Fix workbench tech trees in vanilla gamemode
43 Days Ago
Bugfix: Parallel ServerOcclusion - serialization now happens only on main thread - main thread doesn't try to process lost pairs and already-serialized found pairs tasks anymore - serializing work is longest Previously serialization was offloaded to worker threads, but after investigation discovered that it would kaboom due to accessing scripting API. So instead, we offload to worker threads only players + entities that we can guarantee won't trigger serialization. Tests: 2p session on craggy with UsePlayerUpdateJobs 0, 1, 2 - ran around, switched weapons, disconnected
43 Days Ago
Enable r/w on gib models