161,045 Commits over 4,597 Days - 1.46cph!

13 Minutes Ago
Setup IceSculpture IO as a subentity - removed dead BaseSculpture protobuf declaration, nothing used it as syncvars were better
23 Minutes Ago
tune turn in place to be more responsive
24 Minutes Ago
Removed camera command buffer setup in the AmplifyOcclusionBase class
36 Minutes Ago
Removed the BaseCommandBuffer class as it's no longer needed
41 Minutes Ago
Removed the BiRP specific DeferredIndirectLighting shader and hlsl file. RRP has it's own
51 Minutes Ago
Updated Viewmodel to removed weird geometry
60 Minutes Ago
merge from vcc
1 Hour Ago
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1 Hour Ago
Map shop markers only refresh their info when the shop data changed Was copying every shop's sell orders and Steam filtering its name on every map open 60 shops: shop refresh 4.2~ ms -> 0.4~ ms, map open 6.7~ ms -> 2.6~ ms
2 Hours Ago
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2 Hours Ago
Map monument markers are built during world setup rather than first map open 19~ ms -> 2.7~ ms when opening the map for the first time
2 Hours Ago
Deleted the old bloom scripts
2 Hours Ago
Removed all deprecated custom bloom implementations
3 Hours Ago
Deprecated the CommandBufferManager and removed dependencies from every script that touched it, as we don't need this in RRP
3 Hours Ago
Updated M79 Viewmodel and Materials
3 Hours Ago
Added M79 Grenade Viewmodel Setup M79 Grenade Launcher Materials
3 Hours Ago
Imported M79 Grenade Launcher Textures
4 Hours Ago
M79 Folder Setup
4 Hours Ago
Removed Blockout Meshes
4 Hours Ago
Removed the convar for disabling RRP and cleaned up the initialization of RRP
4 Hours Ago
Merge from render_pipeline_testing
4 Hours Ago
Merge from main
4 Hours Ago
Merge from main
5 Hours Ago
merge from scrap_king_building_skin
5 Hours Ago
merge from main
6 Hours Ago
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Today
Merge from main
Today
Improve foliage shadow culling per split CPU performance by avoiding DrawMeshInstancedIndirect, just submit RenderMeshIndirect and cull per shadow caster up front
Today
Made icelake placement much fairer so Ice Lake 4 isn't disproportionately spawning compared to the other 3 variants - larger icelakes now spawn more often. Uses a new TerrainAnchorBlendGenerator to generate terrain anchors using the icelake's blend map so anchors are used more sparsely and only in the areas they are needed to make placement easier. The big disc anchors were too mean. Manually reviewed all icelakes across 25 seeds and observed much more diverse placement.
Yesterday
Merge from hotfix_livestock_loop
Yesterday
Fix livestock being stuck looping when trying to U-turn in a tight corridor
Yesterday
Merge from hotfix_livestock_lead
Yesterday
Fix livestock pausing when being led making it difficult, when there is a lot of livestock on the server and the budget is at its limit
2 Days Ago
Fix some more serialisation issues that came up when switching to CoreCLR
2 Days Ago
Phrase update
2 Days Ago
merge from phrases_oct26
2 Days Ago
Fixes time phrase dupes Fixed apartment complex clerk saying a phone line
2 Days Ago
merge from storepage_oct26
2 Days Ago
merge from main/UZI 9mm
2 Days Ago
update shears deploy sound to match new animation
2 Days Ago
nailgun sound refresh
2 Days Ago
uzi sounds
3 Days Ago
Merge from UZI 9mm
3 Days Ago
Merge from main
3 Days Ago
Merge from uzi_balance
3 Days Ago
Merge from animal_renaming
3 Days Ago
Testlist, phrases
3 Days Ago
Merge from main
3 Days Ago
Merge from main
3 Days Ago
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