239,363 Commits over 3,837 Days - 2.60cph!

8 Days Ago
Added support for directionality to SimpleSplineTranslator - this will allow Bradley to reverse along the spline as well as go forward over it
8 Days Ago
Basic Bradley backend spline setup
8 Days Ago
Added a custom property drawer for Phrases, allowing you to search through existing translations in a window to easily re-use existing tokens
8 Days Ago
Version bump Store node properties as a JsonObject Fix order inconsistency Add ChangeId to model, deserialize cached if changed
8 Days Ago
Version bump Store node properties as a JsonObject Fix order inconsistency Add ChangeId to model, deserialize cached if changed
8 Days Ago
Bugfix: missed original allocation in PlayerCorpse Tests: none, trivial changes
8 Days Ago
Update: PlayerCorpse pools ItemContainer Tests: dressed up, suicide, saw uptick of containers, body disappeared, saw downtick of containers. Repeated, got expected results and didn't see a leak
8 Days Ago
Localized item store (still a few pages left)
8 Days Ago
merge /main/DPV -> /main/world_update_2
8 Days Ago
Start recording airshot and wallbang stats, including per-weapon
8 Days Ago
Cleanup
8 Days Ago
pill bottle render backfaces
8 Days Ago
Assets, backups
8 Days Ago
Avoid directional lights clipping with world with a reasonable value
8 Days Ago
Ensure proper number of maximum simultanious updates for EnvMapProbe dirty updates Destroy buffers properly when deleting lightbinner
8 Days Ago
Move s_LightList out of singleton to the CLightObjectDesc, make other light-like object descriptors use CUtlVectorFixedGrowable instead of linked list ( trashes the cache while iterating ), all of them should be consistent now, use a single light descriptor for all light types Tiled Culling Renderer buffers shouldn't live in Lightbinner, but instead on CLightCullingRenderer itself since they're rendered per view, so we just reuse that memory, Lightbinners are allocated in a pool, so all that memory was wasted on GPU, remove wasteful copy of binned lights on tiled light callback Don't generate shadow frusta for unshadowed lights Separate shadow generation, both shadow maps and the viewproj we pass, into SetupShadowsForLight in Lightbinner, when we do bindless shadows and lightbinner caching, this is where to look for it Go back to do a copy of current light list for CLightCullVisibilityReadback, callbacks can have latency longer than one frame and that list could change Cleanup, fix mixed logic for shadows Fix lights and their cookies not being able to rotate on roll
8 Days Ago
Fix error reporter not initializing Fix exception when undo'ing changes to objects with NotSaved
Leaderboard backup, run #13900
8 Days Ago
achievements remove debug
8 Days Ago
Fixed CustomProjectionMatrix (and broke vr rendering cc @xezno )
8 Days Ago
Merge from world_update_2
8 Days Ago
Merge from world_update_2
8 Days Ago
Merge from world_update_2
8 Days Ago
Reverted accidental Procedural Map scene change
8 Days Ago
Whitelist System.Linq.ImmutableArrayExtensions Whitelist System.ComponentModel.INotifyPropertyChanged Whitelist IAsyncDisposable Whitelist ICustomAttributeProvider Whitelist SemaphoreSlim
8 Days Ago
Merge from world_update_2
8 Days Ago
Merge from world_update_2
8 Days Ago
Merge from world_update_2
8 Days Ago
Fixed incorrect building grade lookup in creative mode (need to check skin id as well)
8 Days Ago
Add baked lights after dynamic ones
8 Days Ago
Hooked up water well NPC avatar
8 Days Ago
Merge from elevator_ShouldNetworkTo_fix
8 Days Ago
Support trace hit position for sphere casts again
8 Days Ago
Move s_LightList out of singleton to the CLightObjectDesc, make other light-like object descriptors use CUtlVectorFixedGrowable instead of linked list ( trashes the cache while iterating ), all of them should be consistent now, use a single light descriptor for all light types Tiled Culling Renderer buffers shouldn't live in Lightbinner, but instead on CLightCullingRenderer itself since they're rendered per view, so we just reuse that memory, Lightbinners are allocated in a pool, so all that memory was wasted on GPU, remove wasteful copy of binned lights on tiled light callback Don't generate shadow frusta for unshadowed lights Separate shadow generation, both shadow maps and the viewproj we pass, into SetupShadowsForLight in Lightbinner, when we do bindless shadows and lightbinner caching, this is where to look for it Go back to do a copy of current light list for CLightCullVisibilityReadback, callbacks can have latency longer than one frame and that list could change Partial backport of ISceneObjectDesc::OnSceneObjectVisibleInView Add lights to lightbinner through CLightObjectDesc::OnSceneObjectVisibleInView instead of LightBinnerStandard::AddLights
8 Days Ago
Water Well NPC avatar - poster prefab backup
8 Days Ago
Merge from team_ids_run_from_server
8 Days Ago
Revert fix in 104383, instead don't check the parents ShouldNetworkTo if the entity returns false from ShouldInheritNetworkGroup
8 Days Ago
Merge from main
8 Days Ago
Vm mat changes
8 Days Ago
Reconnected materials
8 Days Ago
Merge from world_update_2
8 Days Ago
Post merge compile fixes, manifest
8 Days Ago
Merge from main
8 Days Ago
Added a new Canyon NetworkGroupType to EnvironmentVolume, train layer thresholds are now set based on the lowest one of these in the world rather than the ceiling of the train tunnel volume
8 Days Ago
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8 Days Ago
Merge from world_update_2
8 Days Ago
Merge from main
8 Days Ago
Merge from world_update_2
8 Days Ago
dpv sound polish
8 Days Ago
Setup placeholder PrefabInformation for water well NPC Using heavy scientist avatar for now Slight layout tweaks to Item info panel to better fit a longer NPC name