138,074 Commits over 4,324 Days - 1.33cph!

1 Hour Ago
Add weight threshold to modular boat physics sounds so dropped items, thrown C4, etc don't play the boat's phys impacts
1 Hour Ago
Boat building blocks can always be demolished (in edit mode), removed timer. Added BoatBuildingBlock.AlwaysDemolishable convar to toggle it (default on)
1 Hour Ago
removing duplicate unused textures, re-assigned correct texture in materials that used the duplicate
1 Hour Ago
new textures for building generic trim set to enable vertex blend use
4 Hours Ago
Merge PR: Toolgun trace not hitting parented props re-fix Fixed a crash to do with HTLV
2 Hours Ago
merge from painting_qol_fixes
3 Hours Ago
merge from main
3 Hours Ago
Also fix singleplayer networking of health for NPCs Player text chat cleanups * Removes unused usermessage SayText2 Get rid of unused VoiceSubtitle usermessage Unregister unused usermessages & their handlers * HintText, KeyHintText, AmmoDenied * Deletes CHudHistoryResource Remove the unused, never working Hint system Removes CBasePlayer::Hints, ShouldShowHints, HintMessage, StartHintTimer, StopHintTimer, RemoveHintTimer Removes C_BasePlayer::Hints, ShouldShowHints, HintMessage Bump network version
3 Hours Ago
remove debug logs
3 Hours Ago
added flag toggle for hopper on all component boxes
4 Hours Ago
Switch LoadNativeSimData() from reading into a managed array to reading into NativeArray so it doesn't affect heap watermark
4 Hours Ago
Add FileEx.ReadAllBytesNative() that returns a NativeArray<byte> instead of byte[]
4 Hours Ago
Updated conditions for component boxes showing contents, removing competitive disadvantage of raiders seeing box contents. Added flag for hopper on component boxes, to hide some parts of visuals
4 Hours Ago
Fix the deep sea OceanSimulation loading a 2nd copy of the ocean sim data since they both read the same file from disk - pass in NativeSimData from outside of OceanSimulation instead of reading it inside the constructor - only dispose NativeSimData once when it's shared - saves 80MB
5 Hours Ago
Fixed a spawn group on Tropical1 using a boat prefab instead of a ruin dwelling
5 Hours Ago
Merge from main
5 Hours Ago
Fix client compile error
5 Hours Ago
Refine fix for scientists going to the floor above when player stands on something like a desk, better but not ideal, need our recast integration sadly to properly fix this
6 Hours Ago
merge from main
6 Hours Ago
regenerate testlist
6 Hours Ago
merge from optimize_sleeping_bag -> main
6 Hours Ago
merge from optimize_sleeping_bag -> main
6 Hours Ago
Compile fix
6 Hours Ago
merge from boxes_dlc
6 Hours Ago
merge from main
6 Hours Ago
merge from boxes_dlc
Today
exported updated 3p bone knife anims
Today
rebase on main
Today
Added broadcast refresh calls to MeshPaintableSource when the materials are updated so the instancing system updates correctly
Today
Tweaked the tropical texture atlas source files to solve the puddle issue.
Today
merge from indirect_instancing (build fix)
Fix deep sea treasure mission progress getting stuck if player disconnects after digging up treasure chest
Today
Fix client and server build 🎳
Merge from treasure_mission_fix
Today
removed dupicated textures on explosives box, enabled GPU instancing on all component box materials
Today
Fix a few boat piece construction placeholder meshes.
boat_ai_reverse_preference_fix -> main
Today
Setting up burstcloth and skinning for ghost sheet
Today
fix missing z-buffer when rendering forward opaques
Today
Fix bbs not setting owner id correctly with deploy & edit
Today
texturing progress - apartment complex
Fix boat ai attempting to reverse to stay in-line with a player on a boat rather than just slowing down the gas pedal Use a stuck timer locking mechanism to only allow the boat ai to reverse when its stuck.
Today
Added coffee table to prefab
Today
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Today
Apartment kits update
Today
merge from indirect_instancing
Today
rebase on main
Today
* Fixed doors getting detached when operated on a vehicle with indirect instancing * Fixed ghost objects being left behind if they had skins applied. * Fixed debug overlay not returning correct results in the editor * Improved debug overlay to be more useful and readable * Added prototype SIMD collider-less raycasting code. (WIP)
Today
In editor by default: the deep sea will spawn right when the server starts, and it will use the fast intervals (1s in between each entity and 0.1s in between each spawn groups)
loot_container_populateloot_fix -> main