193,687 Commits over 4,079 Days - 1.98cph!

8 Days Ago
Minor cleanups Clean ups Minor cleanups/removing unnecessary changes like the PS3 stuff Apply minimum size check for net.ReadVector/etc Move new net library errors behind lua_strict convar (0 by default) Getting rid of more PS3 stuff (that isnt in main) from the VPC scripts
8 Days Ago
Prefab setup
8 Days Ago
Added cow model, materials, textures.
8 Days Ago
More placeholder ceiling paper skins
8 Days Ago
1st pass view model camera animations for content in the tools list
8 Days Ago
▅▋▋▋ ▉█▊▌▄█▋▋
8 Days Ago
Bugfix: fix main source of invalid profiling stream from ServerProfiler - Drop dead threads on every succesful frame - Reset all writing indices on new frame and on resuming continuous profiling post-export - release binary built using 019295b4 There's still another issue hiding somewhere, but it's much more stable now. Tests: on craggy exporting every 3rd frame for 5 minutes straight. Previously would trip after 20seconds.
8 Days Ago
Fixed wallpaper viewmodel material not updating when selecting skin 0
8 Days Ago
another pass on erosion spaltting - depeer gouges from erosion - less intense splatting of gravel generally - slope threshold to stop splatting onto larger flat sections at the bottom of hills - cliff avoidance to match previous behaviour
8 Days Ago
▄█-▆▄▍█▄▌▅▉▌ █▉▊▉▆ ▋▄██ ▋▋▄█▊▋▄▌▄▌▍█▌▊ (▊▋█▌▅█▋▋▋▅ ▅▊ █▊▆▉▆▇ ▇▍▍▆_▇▋▇▆█_▅▋▆▉█▊▌▍/▋▌▌▍▍_▊▄▄▍▆ ▄▇▇ ▊▉▊ ▉▄▌▊ ██▊█▍▄▊▍█ ▉▋ ▍▉▊█▊)
8 Days Ago
merge from main - RC
8 Days Ago
CodeGen update to include spatiallyAwareEnvironmentVolumes default as false
8 Days Ago
Ensured boomerang return arc is more relative to throw direction rather than world direction. Better boomerang behaviour when thrown straight upwards
8 Days Ago
Corner hull
8 Days Ago
Prevent dropped boomerang from slipping behind entities Ensure boomerang impact effects are always played at the same place Don't bother trying to handle bones on the server - it never matches
8 Days Ago
Merge from main
8 Days Ago
Updates to the home screen, adding new elements and styling
8 Days Ago
Fixed shader error in Amplify Rust/Standard template
8 Days Ago
merge from main - RC
8 Days Ago
Set spatiallyAwareEnvironmentVolumes convar default to false
8 Days Ago
Boat building station deployable/item basic setup
8 Days Ago
Fixed Hammer crash when browsing models
8 Days Ago
Fixed Hammer crash when browsing models
8 Days Ago
Fix Hammer crash when trying to browse models Minor cleanups
9 Days Ago
added lines back in to ground_guide and added corner triangle
9 Days Ago
fixed water culling happening outside the hatch of tunnel entrances
9 Days Ago
Update: prototype of continuous allocation tracking is working - started with profile.watchallocs [Name, default="Allocs"] - can be stopped with profile.stopwatchingallocs Dumps [Name].json.gz with data about allocs and associated callstacks. Still hardcoded to trigger export every 3 frames. Exporter frequently gets lost in the bin stream, and needs to be optimized (craggy has noticeable stutter). Tests: in CLIENT+SERVER editor on Craggy with allocation tracking.
9 Days Ago
merge from main - RC
9 Days Ago
added "up" triangle to floor guide
9 Days Ago
merge from vine_disable_convar
9 Days Ago
merge from vine_movement_nre
9 Days Ago
Fixed vinyl mat missing albedo
9 Days Ago
Skin fixes, changed flooring and ceiling paper default skin
9 Days Ago
merge from main
9 Days Ago
Skinnable setup Split the flooring, wall and ceiling wallpaper skin sets Fixed colliding skin IDs
9 Days Ago
Item setup Manifest
9 Days Ago
Also disable the tree shooting/throw back mechanic if allowVineSwinging is disabled
9 Days Ago
Added server.allowvineswinging convar, will prevent players from interacting with vines (interact prompts will still appear)
9 Days Ago
Possible NRE fixes for vine mountable (no known repro)
9 Days Ago
Found a duplicate camera
9 Days Ago
Fixed ModelVIewer being compiled out of builds incorrectly, causing missing component warnings in builds Prefabs with the "Editor" tag will now be excluded from asset bundle builds, marked all model viewer prefabs with this tag to stop them being included in builds
9 Days Ago
Ensure child classes of SyncVar are picked up in SyncVar Codegen Initial profiling pass. Virtually no memory overhead for send/receive, and very little for the queue (pooled)
9 Days Ago
Fix non packed syncvars attempting to use the cheap int ids used with regular packed sync vars (will try and incorporate this before release)
9 Days Ago
Locally cache a reference to queue sending action for each entity that needs it - use that for invoke repeating and cancel invoke
9 Days Ago
Cleanup start/stop queue methods Return hashset to the pool on stop
9 Days Ago
Vehicle fuel systems now trigger an immediate fuel check when fuel is added or removed Fixes 1-2s delay on vehicles becoming usable after inserting fuel, should now be processed immediately
9 Days Ago
Conditional sync vars now force sending. We use force here due to memory. onditionals could be added to the queue for specific values, and then by the time the queue processes it the value may have changed. Invoking force prevents us from having to maintain a dictionary of values for every entity
9 Days Ago
Server -> Client Syncvars properly syncing up via a fixed repeating queue Cancel repeating invoke on entity destroy Bitmask setup as a uint - 32 sync vars max per class
9 Days Ago
Remove graphics.viewModelCamera convar, will be forced to true Left all code in place in case we need to roll it back
9 Days Ago
Progress on weather fog levels.