141,192 Commits over 4,383 Days - 1.34cph!

5 Days Ago
DDraw.Arrow passes distanceFade and zTest params to the Line() call correctly (was just repsected by the arrow head)
5 Days Ago
basis for bridge generation, just finding bridge segments on road paths and breaking down into entry/middle/exit sections
5 Days Ago
Bugfix: when exporting a snapshot from recorder scopes skip fast-forward logic to 0 callstack depth Tests: recorded coroutine, was able to see all 3 log calls (before yield, after 1st yield and before yield break). But something's corrupting memory for subsequent perfsnapshots
5 Days Ago
Added support for interleaved cached shadow rendering and added a new set of convars for controlling shadow caching settings
5 Days Ago
merge from playerrigupdate2
5 Days Ago
Merge: from serverprofiler_recordscope_pause Need it for experiments with profiling coroutines
5 Days Ago
Hook up mortar to overlay, setup pitch/yaw rotation on mortar, fix not being able to get close to the mortar because of old colliders, fix pitch clamp to match mortar angles 0-45. Start cleaning up and removing a lot of objects from the old prefab.
5 Days Ago
Add a generic overlay to use with mortar's distance text - basically just binocular overlay without the scope.
5 Days Ago
shorten io info text for scaling issues
5 Days Ago
Visibility on heavyplate jacket and pants
5 Days Ago
merge from waterwheel_headbob
5 Days Ago
fix error rendering reflection probe when vclouds were disabled
5 Days Ago
Reposed heavyplate jacket, gauntlets and pants, added tshirt and trousers
5 Days Ago
made ProceduralMapRoadSimple usabel
5 Days Ago
storing "point types" in PathInterpolator to let per-usecase definitions of types along path points - initially only having circular road ring define some path types for BridgeExitEntry and BridgeSegment to have it sit above water instead of bringing terrain up to it
5 Days Ago
kiosk shop sign lods and view distances/resolution for painting
5 Days Ago
Bugfix: prevent taking perfsnapshots if a recorder scope is currently active and vice versa - also fix recorder triggering NREs because it tries to run perfsnapshot code Tests: ran profiler scope spanning multiple frames. Checked output, it's not making sense, investigating deeper
5 Days Ago
Added support for variable frame rate shadows based on distance from the light to the camera
5 Days Ago
Merge: from main
5 Days Ago
Fixed offset on male socket of floor frame grill
5 Days Ago
Fixed server map not showing in connect modal
5 Days Ago
Fixed friend text size in session modal Cleaned up icon submeshes too
5 Days Ago
Copying something in the server admin player panel only copies the value
5 Days Ago
Codegen
5 Days Ago
aniso and texture filtering import options, fixed inconsistent use of trilinear filtering
5 Days Ago
Pooling support
5 Days Ago
Bowless Crossbow - weapon rack positions, icon
5 Days Ago
Adding bowless cross bow world model rig
5 Days Ago
Bowless Crossbow - updated worldmodel missing small parts
5 Days Ago
Bowless Crossbow - updated worldmodel
5 Days Ago
Shadow caching now works with spot lights
5 Days Ago
Delete test item
5 Days Ago
Make sure loadouts are refreshed when connecting to a new server New or removed loadouts also mark the window as dirty for all admins
5 Days Ago
Added "Reduce Startup Yield Times" setting to editor playmode speed-ups section (defaults off). Switches the 9 Bootstrap yield 0.1s for 0.01 when running in the editor. Saves 0.8 secs for editor bootups.
5 Days Ago
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5 Days Ago
temp gibs
5 Days Ago
Add satellite specific explosion (temp)
5 Days Ago
Search bars only capture escape if they are selected and have content
5 Days Ago
Increase move/spin speeds
5 Days Ago
Add some very temporary VFX
5 Days Ago
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5 Days Ago
Merge from main
5 Days Ago
Merge from main
5 Days Ago
New PipeMeshGroupManager, supports merging multiple IO pipes into a single mesh for better performance Uses the same underlying job system to generate the mesh, just at a bigger scale
5 Days Ago
Merge from terrain_renderer
5 Days Ago
Fix shader warnings in terrain compute (prevent possible edge case issue)
5 Days Ago
Update PipeMesh job handling to use VertexBufferParams isntead of SetVertices/SetTriangles Saves 18kb of GC generation when creating a pipe mesh
5 Days Ago
Merge from main
5 Days Ago
Fixed duplicated job animations in Body > Walk blend tree Also reset the walk animations to speed = 1