141,492 Commits over 4,383 Days - 1.35cph!

40 Minutes Ago
Improve default HUD text scaling at 4K Fix loading screen size after screen resolution change DImage applies ANISOTROPIC mag/min filters Try to make the notification library work with different screen resolutions * It was overlapping ammo HUD @ 4K, so we make the position use screen % and scale the text with screen height Apply static prop scale to lighting origin * No idea if this changes anything, but CS:GO does it, so we will too. Changes IVModelInfo::GetIlluminationPoint Apply soup based physics scaling Fixed damage indicator HUD size after resolution change not in-game
52 Minutes Ago
Fixed leftover faces from interior/exterior kiosk splits
1 Hour Ago
assign stage-break effect for wood-piles
3 Hours Ago
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3 Hours Ago
Merge from main
3 Hours Ago
New solution for persisting held entity animations on the playermodel Seems to fix previous issues where those animations would not always clear correctly
3 Hours Ago
Merge from main
4 Hours Ago
power consumption set to a tentative 5
4 Hours Ago
Clamp dungeon layer calculation in NetworkVisiblityGrid.PositionToLayer so there's no index out of bounds exception when entities exist at y >= 1500 If mods want to take advantage of the dungeon layers they can use the ones from 1000-1500, there's more than enough space already
4 Hours Ago
adjust bounds, move io input, add dismount on unpowered
4 Hours Ago
Bone armour female version update
4 Hours Ago
Bowless Crossbow - worldmodel and LODs
5 Hours Ago
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5 Hours Ago
Defensive upgrade now adds +bonusSlots to actual crafting roll result. Default is +1
5 Hours Ago
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5 Hours Ago
Apartment stove FX & lighting prefab & related files. Perma-enable attached it to the prefab, for now.
5 Hours Ago
Bugfix: don't overwrite callstack depths for frame 0 with values for other frames when multiple frames are found Tests: ran Export2FramesTorn - it passes and looks correct-ish (same wrong offset as in Export2Frames)
5 Hours Ago
Bugfix(tests): fix invalid test logic in ExportExtraEnd2Frames - renamed ExportExtraEnd2Frames to Export2FramesTorn - added Export2Frames (shows invalid frame start - this is new) Tests: ran unit tests, failures where expected
5 Hours Ago
exported latest crossbow bowless viewmodel  anims and updated rig
5 Hours Ago
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5 Hours Ago
Fixing skinning for gingerbread man suit
5 Hours Ago
Added ItemModContainerArmorSlot to 90+ additional clothing items so they can receive slots exclusively from the defensive upgrade. (list will need sanity checking if we do take this route)
6 Hours Ago
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6 Hours Ago
Merge: from networkgrid_iterationspeed_changes - Optim: lazy allocate internals of NetworkGroup to save memory (adam.k's findings) Tests: flew around on craggy, opened deep sea and entered-left, printed entity counts of deep sea, shot scientists in the distance
6 Hours Ago
Fix croc diving and charging
6 Hours Ago
Update(tests): add ExportExtraEnd2Frames Test passes but looks incorrect Tests: ran unit tests
6 Hours Ago
Add support for CraftedWithDefensiveUpgradeOnly. Setup beenie hat item as a test.
6 Hours Ago
Bugfix: potentially support exporting profile of Recorder started inside a method and finished outside Need to write more tests to validate it works across frames - not confident about it. Tests: ran ExportExtraEnd - passes. ran all others - still valid
enable screen edge fade on eyeAO materials
Today
computer station IO setup - no IO for static computer stations
Today
add toggle for refraction screen edge fade behavior
Today
Fix croc swim speed
Today
Remove unecessary double reset of croc swim depth, remove log spam in sense component
Today
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Today
Fix animals slowing down to a crawl when fleeing
Today
Update(tests): emit valid timestamps when running profile exporter tests Tests: confirmed seconds-scale ranges in perfetto
Today
Mannequin poses
Today
Fix a few shader compilation errors with rare variants
Today
Make mortar 3 functional: - swap out the script to allow for overriding behaviour. (empty for now) - hook up mortar shells as ammo - fix missing references for animator, ammo, fuse
Today
Bugfix: handle cases where main thread doesn't have any profiling marks Veeeeeeery unlikely event to happen, but should be supported Tests: ran ExportEmptyMainThread test - it now passes
Today
Fix animals looking behind unnaturally, bring back the fix from previous implementation
Today
added a bunch more boat layouts for testing
Today
Reduce guaranteed slots from defensive to 1
Today
New(tests): ProfileExporter unit tests Synthesizes basic profile streams and sees if it sucesfully exports them, without checking contents. Tests: ran tests, 2 fail. inspected some outputs of passing ones
Today
merge from render_pipeline_testing (reflection fix)
Today
fix vclouds not showing up in water reflections in BiRP
Today
basis of test to print table of front-on drag of a set of different copypaste boats, going to be used for retuning drag-by-angle values
Today
Today
Industrial Autoturret - Updated textures