144,207 Commits over 4,413 Days - 1.36cph!
Ball collision detection (against other bodies that arent walls)
Velocity response when two of those bodies hit (equal and opposite reaction) 🤓
Undo centering of children of large apartment cupboards since it breaks placement inside the large apartment
Fix camera jitter on mortar from eye pos always being 1 frame behind the mortar rotation, re-add lerping that ballista/cannons had.
Bump up renderer bounds on mortar model again
tertiary prefab variants for all remaining charms
set lr300 and blowpipe to pushedout charm
Updating industrial torch viewmodel fbx
Switch out the entities in the large apartment
Bump up mortar extents to prevent it from disappearing at some angles while looking around
Manifest for new entities
Create entity versions of the storage inside large apartments
pushed-out charm setup for backpack for position testing on other VMs, set blowpie to use pushed-out charm
- Add entity name and create/update distinction to Entities inbound profiling
- Add packet profiling to GlobalNetworkHandler
- Improve network profiler coverage for entity packets
Reapply
150883 "Add version printout to the server log file, was only on client before"
It was nuked to oblivion in the great nav spam incident 2026
Fix mortar mount vs pickup annoying interaction
Don't require looking at the usable primary collider to show the mount menu for mortars, it only makes sense for ballistas/cannons
some 64bit CEF stuff
Remove 64bit srcds launcher from builds
Temporarily roll back FRAGMENT_BITS
* Testing for the P2P issue
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Merge from main/bowless_crossbow
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code support for tertiary charm prefab setup
Add the apartment furnace to the large apartment
Turn the wood stove in the large apartment into a furnace
Optimized the way the timer works for limiting the shadow caching framerate
merge from misc_vendingui_fixes
merge from mortar_prototype
merge from deployable_snapping_fix_3
Removed interleaved shadow rendering implementation as this is now handled via the framerate limiting. Also, added defaults for distance-based framerate limiting to be enabled by default when shadow caching is enabled.
merge from empty_country_list_fix
merge from defaultsortingorder_update
Use actual PerInstanceData buffer instead of IndirectArgs in BatchRendererGroup
Merge from /indirect_instancing
Fixed an issue where the lights wouldn't refresh correctly after changing the max shadow lights
Remove now obsolete IGraphicsBuffer wrapper
Use newer GraphicsBuffer instead of ComputeBuffer
exported 3p holdtype animation sets with names beginning C after updating 3p running/jog anims
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Update: resubmit original pool mutex implementation in a separate branch
Makes it easy to test across extra benchmarks
Tests: ran unit and perf tests
Rebuilding the shadow map cache render texture pools when the max shadow lights convar changes
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Mortar animations on the v4 rig
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exported 3p holdtype animation sets with names beginning with A and B after updating 3p running/jog anims. Also set player animation controller timescale for the sprint to 1
Restoring this branch from yesterday I had to delete (sorry)
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