243,384 Commits over 3,898 Days - 2.60cph!

7 Months Ago
Restored upkeep cost, moved detailed colliders to the Deployed layer
7 Months Ago
gibs
7 Months Ago
Fixed spawn.cargoshipdockingtest not working if more than one harbor is in the world
7 Months Ago
Remove HLSL/GLSL compatibility funcs Delete unused Gather4Red macros Use normal precise keyword Piss off Dx9Sampler What the fuck is SV_ScreenPosition, delete pre SM 4.0 semantics Unused tessellation macros vr_cubemap_fog include common_samplers Fuck these Front/BackFace macros Useless redefines
7 Months Ago
Made the docking test map smaller again
7 Months Ago
Remove prefab context scene camera as well
7 Months Ago
Removed TOD Sky stuff from Prefab_Context_scene. Keeping it very simple. Background is now black.
7 Months Ago
retro tc lods, collision, updated textures
7 Months Ago
Made Prefab_Context_scene darker so that models, colliders etc can be seen more clearly against the background
7 Months Ago
Make cargo ship door LODs dynamic
7 Months Ago
Show picked up items on ui
7 Months Ago
Extended crane arm cylinder length
7 Months Ago
Backups
7 Months Ago
WIP ch47 test scenes/prefabs
7 Months Ago
vfx_vulkan: actually fail if any of this validation fails, add another validation check for binding ids vfx_vulkan: improve error feedback Remove domain/hull shaders (they weren't working, Valve already deleted them, compute better)
7 Months Ago
balance
7 Months Ago
FishSwarm spawning is load balanced
7 Months Ago
Fixed non-zero-thickness ServerUse projectile hits not registering. Pass in the owner as the ignoreEntity for TraceAll, so they stop hitting themselves
7 Months Ago
harbors S2P
7 Months Ago
tweaked grounds at harbor_1 for bridge pos
7 Months Ago
Merge harbor tweaks 4
7 Months Ago
Fixed egress working if it was in the process of actually entering or leaving harbor
7 Months Ago
Fixed harbor 1 to work with new path
7 Months Ago
Harbor_2: extended dock ladders and volumes lowered surface around swivel bridge by 1.25m on both harbor ground meshes touched up terrain accordingly
7 Months Ago
Fixed fish swarm spawning inside moonpools
7 Months Ago
Fixed corpses floating inside oil rig moonpool / tube
7 Months Ago
texture tweaks, combined mesh
7 Months Ago
Refactored all of the movement code Remade harbor 2 path to work with new movement
7 Months Ago
Fixed muzzle orientation again
7 Months Ago
Fixed attack prefab.
7 Months Ago
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7 Months Ago
vfx_vulkan: never disable optimizations, this was fucking spirv-reflect and the compile time difference is minuscule Don't have a different fastMode shader compile, it doesn't do anything now Matching register offset check in AddSamplerStateVariableToCommandBuffer, same as SetSamplerStateValueFromVariable (prevent oob write) Bind some default shader resources to prevent crashes, this stuff shouldn't be hit normally so warn/assert it's likely solved by a shader recompile otherwise yell at me
7 Months Ago
minigun thickness
7 Months Ago
Improved cargo docking movement code to handle tighter situations Prevents clipping on harbor geometry Moves on rails with more deterministic movement overall
7 Months Ago
merge from main -> full_server_demos
7 Months Ago
Prefab pooling
7 Months Ago
set up viewmodel rendererer script (and turned on)
7 Months Ago
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7 Months Ago
Ai usage accuracy tests
7 Months Ago
added coffeetable_a two skins
7 Months Ago
Now loads skins when spawning tool world models
7 Months Ago
player update nailgun set up in unity
7 Months Ago
Attack tweaks. Viewmodel muzzle point pushed back a bit.
7 Months Ago
Changed UI-Pixelate to additive blending
7 Months Ago
NPC flamethrowers don't hurt NPCs.
7 Months Ago
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7 Months Ago
fixes
7 Months Ago
Muzzle & eject loc, speed/cycle iteration.
7 Months Ago
Heavy scientist AI design fixes
7 Months Ago
RTC