143,686 Commits over 4,413 Days - 1.36cph!

Today
Potential fix for zombie NRE on _agent == null in tests
Today
Potential fix for zombie NRE on _agent == null in tests
Today
Enable STUDIO_DRAW_NO_SHADOWS for particle models "Render models" particle renderer sets up model lighting * Copied what "render_blobs" does from Portal 2. Nullout some render structs on creation Add NULL check to CBaseEntity::GetLuaEntity() Added Insurgency (Standalone) to mountable games list Some base_npcs.lua placeholders
Today
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Today
Fix deep sea manager being put into the bootstrap scene - prevents all deep sea content needing to load before the menu is able to load
Today
Fix zombies breaking automated tests
Today
Fix zombies breaking automated tests
Today
fix ColorEx WithHDRIntensity, missing alpha copying
Today
Add throw timer, if the timer runs out before you click to throw, it'll throw for you - reticle changes colour and flashes when low time - UI has timer text display
Today
testlist
Today
Exclude the floating city prefab versions from asset scenes (we don't need an extra copy of the prefab since they are already packed into entities) - confirmed no longer packed into the AssetScene-props scene - removes 250k components for all 4 floating cities
Today
Add support for asset scenes to exclude certain assets from being packed into asset scenes via the asset label "ExcludeAssetScene"
Today
Update: rewrite pool as a circular buffer with 0 locks Weirdly loses to ConcurrentBag in mono by 2x, but in CLR wins 4x >.> Going to poke around more ST avg: 0.62554ms MT avg: 9.92301ms (dafuq?!) Tests: ran unit and perf tests
Today
Cherry pick tutorial bear and unused shark fix from ai_recast_integration
Today
Update(tests): AllocDeallocMT perf test scope annotations Tests: ran perf test
Today
Fix tutorial bear and unused sharks causing errors with new navmesh
Today
Bugfix: ensure Pool.Fill keeps items in use valid Tests: ran unit tests
Today
Merge from workbench_upgrades (Recycle balance pass, description updates)
Today
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Today
Merge to workbench_upgrades
Today
Balance pass of recycling the workbench components. Description update for prototype after increase in fail chance. Description update for Recycling upgrade.
Today
Added Ballistic helmet model, material, and textures. Set up prefabs.
Today
Remove "invalid sequence ack nr" check * Gives false positives Use center of physObj AABB for ragdoll light origin Prevent Entity:Spawn() on already spawned vehicles * This fixes a graceful exit which fixed a memory leak Fix APC gun effects not working for driver in multiplayer * Also made it use airboat muzzleflash for player drivers so its not as blinding in first person view Disable static prop physics scaling Crashes on dz_sirocco without USE_POLYSOUP
Today
Synch trajectory lock state correctly for all control paths.
Today
Remove "invalid sequence ack nr" check * Gives false positives Use center of physObj AABB for ragdoll light origin Prevent Entity:Spawn() on already spawned vehicles * This fixes a graceful exit which fixed a memory leak Fix APC gun effects not working for driver in multiplayer * Also made it use airboat muzzleflash for player drivers so its not as blinding in first person view Disable static prop physics scaling Crashes on dz_sirocco without USE_POLYSOUP
Today
loft board material (quick first pass) for penthouse mezzanine. small prop changes to large penthouse apartment.
Today
Salvaged Cleaver audio file tweaks
Today
When remounting the control computer after a satellite has been selected, sync controls and allow further thruster modifications if trajectory hasn't been locked.
Today
industrial garage door - minor texture tweak
Today
Adding extra wheel joints for bowless crossbow world rig
Today
bowless crossbow world model anims edited and arrowheads positions edited in bowless crossbow entity
Today
Update satellite control computer prefab with a desk and computer. Update mount/dismount/eye positions.
Today
Placeholder UI tweaks. Convar descent time. Rework UI flow.
Today
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Today
switched GPU instancing on
Today
fixed small gaps, fixed floating decals, set up renderlod, renderbatch & correct layer for shutters
Yesterday
Updated w_sks and w_paintball_gun animators with reloadMotion setup
Yesterday
industrial garage door - Gibs added - Prefab updated
Rin
Yesterday
Fixed incorrect repair material
Yesterday
Updated seismic sensor levels: - Mortar Shell: 2 - Fragmentation Mortar Shell: 1 - Cannonball: 1
Yesterday
take closest point from 3 triangles references instead of testing all 3, centre point still tested against as well
Yesterday
exported edited arm throw pose on 3p rock anims
Yesterday
Fixed OOB error on testscenario_rocketsplash5_turretpod
Yesterday
merge from automated_testing
Yesterday
merge from automated_testing/export_optims
Yesterday
Use Parallel and other crazy shit for allPrefabsWithMeshColliders/allPrefabsWithParticleSystem - 28s -> 4.3s Same for allBaseCombatEntityPrefabs - 4s -> 300ms + some micro optims in other tests
Yesterday
address Vince's feedback (bit of uv stretching, chamfered edge, reset vertex colours, fixed smoothing groups on lods, set all object to world layer, reset transforms to 90,0,0 and setup lodgroups for the structures interior and exterior
Yesterday
merge from main
Yesterday
created bespoke ak47 pickup/drop anims and applied to holdtype controller
Yesterday
tweaked marketplace electric wires, general polish before attacking other areas unfucked some smoothing groups on the demolished side of apartment building