196,805 Commits over 4,110 Days - 2.00cph!

Yesterday
Add context menu to party members - UI to kick and promote members to party leader Add ability to promote other players to party leader
Yesterday
Update party invite modal to look less WIP - add profile picture - improve colors - wait up to 2 seconds before showing party invite to give time for profile picture to load Update HttpImage to expose whether the image is currently loading or finished
Yesterday
Ignore party invites from non steam friends
Yesterday
merge from main -> party_system
Yesterday
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Yesterday
Update: AutoTurret - rewrite rotations via matrices instead of TRS - Delete all TRS related stuff (turns out you can't do non-uniform scaling with it :/) - Incorporate transform hierarchy up to gun_yaw This should be slower, but different PC - will re-bench once home Tests: spaend a turret and caused it to rotate different ways
Yesterday
trawler ship hull material vcol blends progress, more uving
Yesterday
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Yesterday
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Yesterday
Fix GitHub Desktop's fuckup yet again (lights.rad)
Yesterday
Add command to join party by ID
Yesterday
separate volume slider for UI sounds
Yesterday
Minor cleanups from main Draw console notify text above all other panels Remove leftover debug print Added background to cl_pdump cvar run iterator reset just after EntityRemoved, not before Simplify optional argument checking for Entity:AddGesture/RestartGesture/AddGestureSequence Update lights.rad
Yesterday
fix reproj artifact when camera rotation snaps far
Yesterday
Add some sanity checks for malformed models that could crash the game (to do w/ textures) Can now build tier0, tier1, vstdlib and some others for x86-64 Build VPK.exe like x86-64 already does Delete replay.dll/replay.so which are unused Update Build-Game.bat Improve V49 model support for VRAD static props -allowdynamicpropsasstatic also allows props without $staticprop VRAD static prop lightmaps respects skins (crash fix as well) + sanity checks for model loading Fixed an issue with format strings
Yesterday
fix wobbly reprojection
Yesterday
Wall Storage - Updated prefab setup with a proper one, working LODs, Gibs, IO ports and lights
Yesterday
M15 Pistol - Small fixes to world model LOD3
Yesterday
add separate shadow density scale for cloud atmosphere shadowing
Yesterday
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Yesterday
configurable cloud haze with height falloff, attempt improvement to sun-moon transition
2 Days Ago
M15 Pistol - Added final world model and LODs FBX, tweaked attachment positions
2 Days Ago
- Removed indirect_instancing.enabled toggle (was broken) - Reverted all modifications to MeshLOD, MeshCull, RendererLOD, RendererBatch and other LODComponents
2 Days Ago
merge from erosion
2 Days Ago
fixing erosion issues waterside and stripe artefacts - corrected slope angle calculation that was causing striped carving at low - introduced procedural carving limit that eliminates waterside carving and just limits max-depth elsewhere
2 Days Ago
day-switch oddity mitigation with gradients (code fix needed for highlight hotspot)
2 Days Ago
VC TOD gradiation of ambient and scattering during sunsets.
2 Days Ago
- Fixed and optimise debug diagnostics - Use an array instead of a dictionary to store RenderKeys - Added various toggles for controlling which parts of the system run during profiling
2 Days Ago
InstancedDebugDraw: Fix performance issue when re-adding instances each frame
2 Days Ago
merge from abyss_containers
2 Days Ago
merge from frontiergatewalldesc
2 Days Ago
merge from viewmodel_camera_anim_v2
2 Days Ago
merge from combatknife_sfx_drop_fix/woodtea_drink_sfx_fix
2 Days Ago
merge from resourcedispenser_stacksize_fix
2 Days Ago
merge from grass_skirt_legs_fix
2 Days Ago
New StaticMissionItemDispenser entity, acts like a static storage container that fills itself with whatever loot is required by the mission when interacted with. Saves us having to scatter a heap of mission points around monuments that will then get cluttered over time, this allows us to have a single item dispenser that can be used by missions Added to fishing village A, updated safe zone unlock mission to fit
2 Days Ago
Fix response buttons being clickable when animating
2 Days Ago
Fixed being able to repeat non-repeatable missions
2 Days Ago
S2P compound Add a spawn point fishing village a, S2P Create a new CompoundSpawning test scene
2 Days Ago
Merge from outpost_spawning
2 Days Ago
Unsaved
2 Days Ago
Fixed the conversation screen layout jumping around as the responses and text is animated in, making it hard to click on things Panel is now presized and won't resize at all mid conversation stage (will still resize at the start of each stage)
3 Days Ago
Document icons Add support for showing non item rewards
3 Days Ago
Switched outpost scientist npc to a generic mission provider Added support for generic dialogue handling when there are no available missions Generic mission process is now alloc free
3 Days Ago
Safe zone spawn unlock mission boilerplate
3 Days Ago
Very rubbish first attempt at wall snapping when placing deployables
3 Days Ago
Merge from party_system -> main
3 Days Ago
Fix another NRE when connecting to a server in a party
3 Days Ago
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3 Days Ago
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