134,807 Commits over 4,293 Days - 1.31cph!

17 Minutes Ago
rebase on main
21 Minutes Ago
Properly cull underground objects when Indirect Instancing is enabled
48 Minutes Ago
Progress
55 Minutes Ago
Rename queue budget
1 Hour Ago
Add stressTest_DroppedWeapons, drops the given number of ak's in front of the player, defaults to 500 if nothing is provided Moved DroppedItem.CheckValidPosition into the existing dropped item queue with a 0.05ms budget In theory this should be fine as the raycast goes from the last valid position to the current position, if there's some time between those two events it should resolve itself In a test case of 500 guns this saves about 0.5ms/frame
1 Hour Ago
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2 Hours Ago
underwater fog lerping respects reflection.forceupdate
2 Hours Ago
Fix culling volumes not working with Indirect Instancing by allowing to inject culling decisions from gameplay code. (pre_culled_mask)
3 Hours Ago
lightu-up frame setup, including xl and xxl sizes, gibs, collision, needs lods
5 Hours Ago
Merge from naval_update
5 Hours Ago
Adjust LOD distances on casino structure so that it doesn't get culled before the HLOD kicks in S2P all floating cities
5 Hours Ago
Upgrade to Discord social SDK 1.8.13395 Hook up RegisterAuthorizeRequestCallback
5 Hours Ago
Don't allow deployable corpses on boat hulls while in edit mode
5 Hours Ago
Remove the hardcoded apple image in the fog of war shader if something breaks, will now just show fully occluded Update the death screen if we receive updated fog images from the server
6 Hours Ago
ornate frames XL and XXL, tidied up icons, collision, lods, added gibs
Today
Refactored code so its more performative, scales better and doesnt contain unnecessary code duplication. Also added a Help string too.
Today
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Today
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50cal_fullammo_spawn -> main
Ensure 50 cal turrets start with max ammo
rhib_passenger_light_fix -> main
NRE fix
Today
Add a few new inputs to prop_vehicle_jeep (Jalopy version) * DisableRadarDetectEnemies * EnableHazardLights * DisableHazardLights * NoHazardLights key value * Added "Has Gun" keyvalue to jeep in Hammer * Removed non existent "HUD Locator Precache" spawnflag from Jeep in Hammer Use FGD files * Fixed prop_vehicle_jeep having static prop key values that are not applicable to it * Added some descriptions here and there, where there were previously none * Deduplicated some key value definitions, such as skin and fade distance stuff Added new spawnflag for func_tracktrain - GoldSrc rotation Make plastic materials emit some particles on bullet hit * Affects props like the blue barrel, Lamarr cage, etc.
Ensure only drivers can toggle RHIB lights
Today
WIP Painting Line draw tool
Today
Update: PersistentObjectWorkQueue now gathers a bit more telemetry - also fixes a potential bug with stale data uploading to our backend (another case in ObjectQueue) There's a bug with it being desynced with the rest of the data (it's called last, but in reality is current), will fix later Tests: none, not done yet
Today
Paintable Reactive Target - Updated texture size down from 4K to 2K
Today
merge from main/naval_update
Today
Increase RADAR_CONTACT_TYPE_BITS from 3 to 4 (for sign bit)
Today
Try setting ruin door to world layer to fix navmesh bug
Today
Paintable Reactive Target - Fixed and improved paintability, cleaned up meshes, updated textures and shaders, updated gibs, simple collisions for static parts, rendered icon and ran icon manifest.
Today
merge from deployer_vm_3p_fix
Today
Fix building plan appearing untextured in 3rd person when deploying certain items generic_deploy now uses the same setup / viewmodel as the regular planner
Today
Reimplement deep water checks in batched buoyancy
boat_planner_new_icons -> main
Add Lewis's new icons for Boat Building Parts: - Low Wall Barrier - Low Cannon Wall - Low Wall
Today
Add "enabled" key to util.GetSunInfo Try to fix IMaterial:GetShader on Linux SRCDS * By storing the shader name on the material, instead of relying on the shader system on dedicated server
Today
more prefab setup
Today
Fixed boat building planner worldmodel showing regular planner on LOD1 and LOD2
Today
Update: runtime_profiler - track pre_lateupdate times It's a category with a bunch of unity internal work that can take a non-trivial amount of time. Should make it easier to identify source of degradation. Tests: dryrun of analytics in editor with runtime_profiling 1
main -> naval_update
deepsea_disable_drone -> main
Stop players from being able to attempt to buy from vending machines in the Deepsea This was allowed before - resulting in drones getting stuck at the border
Today
Fix island scientists roaming into the water, make sure to use world space position not navmesh space, fix bug where navmesh space was used to check if a position was inside a world volume
Today
Remove Physics Projectile layer from all parenting triggers on all ghostship variants Was causing thrown grenades and C4 to freak out
Today
Ornate Frame Setup
Today
added metal box corpse
Today
worldmodel, projectile and entity prefab set up
Today
Merge: from useplayertasks_removegroupoccludee_nre - Bugfix: patch exception from double add of occlusion group member. OcclusionValidateGroups to validate if groups are correct Tests: various 2p scenarios - being close, far, outside of range, teleports
Today
Update: add OcclusionValidateGroups servervar - also replaced the conditional log with a logerror, to make sure we spot it - codegen Couldn't reproduce the issue locally, so I'm missing something, including whether it was a false-positive or not. This should help check every bad case and confirm whether the issue is legit or not Tests: used the command in a couple scenarios - players close, players far, players outside of network range, with invis on/off