142,729 Commits over 4,383 Days - 1.36cph!

21 Days Ago
made ProceduralMapRoadSimple usabel
21 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
21 Days Ago
kiosk shop sign lods and view distances/resolution for painting
21 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
21 Days Ago
Added support for variable frame rate shadows based on distance from the light to the camera
21 Days Ago
Merge: from main
21 Days Ago
Fixed offset on male socket of floor frame grill
21 Days Ago
Fixed server map not showing in connect modal
21 Days Ago
Fixed friend text size in session modal Cleaned up icon submeshes too
21 Days Ago
Copying something in the server admin player panel only copies the value
21 Days Ago
Codegen
21 Days Ago
aniso and texture filtering import options, fixed inconsistent use of trilinear filtering
21 Days Ago
Pooling support
21 Days Ago
Bowless Crossbow - weapon rack positions, icon
21 Days Ago
Adding bowless cross bow world model rig
21 Days Ago
Bowless Crossbow - updated worldmodel missing small parts
21 Days Ago
Bowless Crossbow - updated worldmodel
21 Days Ago
Shadow caching now works with spot lights
21 Days Ago
Delete test item
21 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
21 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.
21 Days Ago
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21 Days Ago
temp gibs
21 Days Ago
Add satellite specific explosion (temp)
21 Days Ago
Search bars only capture escape if they are selected and have content
21 Days Ago
Increase move/spin speeds
21 Days Ago
Add some very temporary VFX
21 Days Ago
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21 Days Ago
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21 Days Ago
Merge from main
21 Days Ago
Merge from main
21 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
21 Days Ago
Merge from terrain_renderer
21 Days Ago
Fix shader warnings in terrain compute (prevent possible edge case issue)
21 Days Ago
Update PipeMesh job handling to use VertexBufferParams isntead of SetVertices/SetTriangles Saves 18kb of GC generation when creating a pipe mesh
21 Days Ago
Merge from main
21 Days Ago
Fixed duplicated job animations in Body > Walk blend tree Also reset the walk animations to speed = 1
21 Days Ago
Fix player footsteps playing when water wheel is moving too slowly for them to make sense Add additional water loop to match particle effects for water wheels being pushed by players while in water
21 Days Ago
First pass on admin vending machine support
21 Days Ago
Adjusted texture size of shop A sign so it doesn't get rejected on the server Fixed OwnerID of entities not being sent out to clients if the old OwnerId !=0 and the new id == 0 Fixed lock logic for signs
22 Days Ago
Improve default HUD text scaling at 4K Fix loading screen size after screen resolution change DImage applies ANISOTROPIC mag/min filters Try to make the notification library work with different screen resolutions * It was overlapping ammo HUD @ 4K, so we make the position use screen % and scale the text with screen height Apply static prop scale to lighting origin * No idea if this changes anything, but CS:GO does it, so we will too. Changes IVModelInfo::GetIlluminationPoint Apply soup based physics scaling Fixed damage indicator HUD size after resolution change not in-game
22 Days Ago
Fixed leftover faces from interior/exterior kiosk splits
22 Days Ago
assign stage-break effect for wood-piles
22 Days Ago
Merge from main
22 Days Ago
New solution for persisting held entity animations on the playermodel Seems to fix previous issues where those animations would not always clear correctly
22 Days Ago
Merge from main
22 Days Ago
power consumption set to a tentative 5
22 Days Ago
Clamp dungeon layer calculation in NetworkVisiblityGrid.PositionToLayer so there's no index out of bounds exception when entities exist at y >= 1500 If mods want to take advantage of the dungeon layers they can use the ones from 1000-1500, there's more than enough space already
22 Days Ago
adjust bounds, move io input, add dismount on unpowered
22 Days Ago
Bone armour female version update