134,189 Commits over 4,262 Days - 1.31cph!

3 Days Ago
Fix render bounds flooring Fix corner LOD edge detection LODs are now seamless
3 Days Ago
Fixed GroundWatch not working on small ramps
3 Days Ago
Merge from main Merged PlayerModel.IK.cs and party_hat.prefab automatically
4 Days Ago
Decreasse Scientist RHIB AI HP by 40%
4 Days Ago
main -> scientist_boat_ai
4 Days Ago
autoturret_improvements -> main
4 Days Ago
quick_craft_improvements -> main
4 Days Ago
I left a bunch of logs again
4 Days Ago
Fixed turrets not following proper aim direction if it doest have a target (on the server code), so its ready to auto snap when we swap back to the server auth side - Compile fix
4 Days Ago
Dirty aim direction angle changed from 0.03 (it basically never ran) to 1 - Instantly reduced turret snapshots when aiming to a target - Lerped on the client anyway so it doesnt make too much of a difference apart from reducing packets
4 Days Ago
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4 Days Ago
merge from naval_update
4 Days Ago
Removed deep sea portal avoidance code in cargo egressing logic, not needed
4 Days Ago
merge from naval_update
4 Days Ago
Patrol heli uses GetRandomPointOffshore to randomise its start position, avoids the deep sea Patrol heli cant target players in the deep sea
4 Days Ago
Fixed TerrainMeta.GetRandomPointOffshore not avoiding the deep sea and deep sea portal as expected
4 Days Ago
merge from naval_update
4 Days Ago
Fixed deep sea stuck in busy state if server restarted when its closing or opening
5 Days Ago
Bypass placing in rock check for square & triangle foundation - allows the foundations to clip into the "ground" even if it's a rock, the same way they can clip into the terrain normally - should be safe because placing foundations alone into rocks doesn't do anything useful & there should be additional checks if the foundation is completely in the rock
5 Days Ago
Add support for certain prefabs to bypass TestPlacingThroughRock()
5 Days Ago
Add a big cliff to CraggyIsland as all the old ones got nuked during the world update - put below the power lines so it's not floating anymore & gives us a place to test the bug
5 Days Ago
updated clip meta for 3p sitting in boat anims
5 Days Ago
updated rowboat Ik target
5 Days Ago
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5 Days Ago
Fix stackable skinnable items not being having the skin applied to the world model when the item stack is split - fixes grenade skins often not showing on the world model
5 Days Ago
updated feet and hand ik tragets on snowmobiles
5 Days Ago
updated ik hand targets on battering ram
5 Days Ago
Fix clothing not going into main inventory when hover alt looting clothing from chest -> player and backpack becomes full
5 Days Ago
Potential fix for bases decaying despite having upkeep on servers with high amount of building blocks - previously was only purchasing 10min of upkeep time, so if it took longer than 10min to check every building block it eventually would start to decay - needs testing
5 Days Ago
Clear out NULL entities from g_SBoxObjects on removal * When player props are removed post disconnection, previous solution was either untested or simply inadequate? Clear cleanup.GetList of NULL entities every so often Clear invalid undos every so often * This is mostly for disconnected players Fire a problem when WorkshopDL download fails For highest severity problems, fire a notification * This should mostly be failed addons downloads, most importantly - during server loading screen Merged Pull Requests * Fixed potential Lua errors with Dynamite sandbox entity * Fixed errors in Entity:CallOnRemove callbacks preventing other callbacks from running * Optimize Player:GetEyeTrace* * Menu: Only override <a> in Awesomium * Menu: Disable some AngularJS features * Adding a cooldown to the Camera weapon effects
5 Days Ago
merge from main -> loaded_ammo_type_indicators
5 Days Ago
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5 Days Ago
merge from main
5 Days Ago
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5 Days Ago
merge from naval_update
5 Days Ago
Easel better camera icon, Hide viewmodels when using easel camera, fix hotkey for easel camera
5 Days Ago
Adding ipush door gesture for v4 rig
5 Days Ago
updated idle speed of blendtree
5 Days Ago
Tests: add perf tests for TraceRaysUnsorted and TraceAllUnordered(radius == 0) At 128 rays perf is same, at 8k we get 25% faster without water checks/41% faster with water. Need to profile deeper if we get more wins Tests: ran the new tests
5 Days Ago
m92 animation update export
5 Days Ago
merge from main
5 Days Ago
Burst the rest of buoyancy, now the batched version is 2-3x faster than the original. Still missing some edge cases but its functional for boats.
5 Days Ago
fixed viewmodel prefab issues
5 Days Ago
food box - game model, texture pass and lod pass, updated icon.
5 Days Ago
Clean: reorganize GamePhysics tests into Unit child class Prep for Perf unit tests. Tests: ran all relevant tests, discovered we forgot to implement 1 fully - chasing up separately
5 Days Ago
Remove flow map from shared burst data, I forgot to undo this change earlier.
5 Days Ago
Update: made GamePhysics.TraceRays return guaranteed nearest hits - added fast path for TraceRays with maxHits == 1 - Added tests for TraceRaysUnordered, rewrote test for TraceRays to be more thorough Tests: ran unit tests
5 Days Ago
- Reuse list buffer in water collision checks. - Add shared static accessor to TerrainMeta to access terrain position/size from burst. - Make more buoyancy native arrays persistent, reuse them. (temp job allocs seem a lot heavier than just temp allocs.) - Make GetFlowDirection easier to access from burst, not yet burst compiled - Burst compile GetBuoyancyWaterInfoBatched, temporarily remove deep underwater checks from it, we'll move deep water checks to a different code path. Things seem functional, but only slightly faster than the non batched version. A lot of terrain data access still isn't batched.
5 Days Ago
Krieg Backpack respose
5 Days Ago
exported latest paintball gun vm animations