159,956 Commits over 4,566 Days - 1.46cph!

55 Minutes Ago
MixMax 2: Electric Boogaloo Get rid of LibEdit dependency * This improves input for SRCDS on Linux to match how it works on x86-64 beta Minor cosmetic changes to srcds_run script Fixed Linux32 SrcDS being unable to read file stats under WSL * Was basically rendering it inoperable, at least on local builds Fixed wrongful error with Mesh:DrawSkinned with 52 bones Fix Folder addons being searched in mountable games/platform Add "Engine Error" to Sys_Error_Internal printf Progress on Linux64 builds
57 Minutes Ago
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1 Hour Ago
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1 Hour Ago
merge from chickencoop_item_errors_fix
1 Hour Ago
Fixed some item / container bugs, together they caused multiple rare errors when moving items from or destroying chicken coops, which also lead to the entity not getting killed correctly - ItemContainer.Load now ignores slot reservations (if an item was in a valid slot before the restart, it should be after - slot reservations are only used to stop new items being placed) - A failed Insert due to not finding a valid position now early exits before adding the item to the item list - Item swaps into reserved slots now fail immediately instead of moving, then failing and reverting (the revert could fail and delete the item) - Guard ItemContainer.Take against collecting items queued for removal which could lead to double free
2 Hours Ago
merge from cargoshop_crate_optim
3 Hours Ago
Cargoship crates no longer mark themselves as dropped - Prevents an unnecessary raycast being ran for each crate 66 times a second (costing ~80 µs each call) for as long as they're active
3 Hours Ago
merge from fruit_trees
4 Hours Ago
merge from vcc
4 Hours Ago
Merge from main
4 Hours Ago
Fix for SSAOComputePass error spam when switching scenes
4 Hours Ago
start on interest points for hovering bird flocks, and fleeing from certain events (WIP)
5 Hours Ago
merge from main
5 Hours Ago
Fixed oak_e always dropping apples when harvesting. Created a tool to visualise where tree additions are on trees to make placing them much easier. Adjusted the apple positions on both oak_d and oak_e. Removed the loot refreshes on natural beehives, apple trees and coconut trees.
5 Hours Ago
merge from fix_demoui2_pfx
5 Hours Ago
WIP work on randomised room A (cctv)
5 Hours Ago
Fix fov/post effects no longer working in demoui2 after switching to RRP. Comment out demo controls for bloom/lensdirt/light shafts, for now.
5 Hours Ago
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5 Hours Ago
merge from main
5 Hours Ago
Merge: from unity_6000.3.26f1 - Update: upgraded unity engine to 6000.3.26f1 Tests: opened project, used standalone client to connect to standalone server with procgen map
6 Hours Ago
Merge: from main
6 Hours Ago
Merge: from pool_leak_tracking - Update: pool.debug_mem_start/_stop to help track down leaks/spills Tests: ran unit tests
6 Hours Ago
Update(tests): add unit tests for debug_mem_start/stop - also fixed invalid counter tracking for double-free cases Tests: ran unit tests
6 Hours Ago
exported new jog anims
6 Hours Ago
first pass on reactive BirdFlocks - fly around in swarms with code similar to crabs and jellyfish - avoid obstacles and players - boid movement patterns - slightly more realistic flapping, with less flapping when angling down and more when climbing
6 Hours Ago
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6 Hours Ago
fix for fire anim freezing
Today
Added new sounds to both seagull and crow flocks
Today
Reduced the cascade fade to prevent hash shadow cut-off when aiming or changing FOV
Today
Update: add pool.debug_mem_start/_stop to help track down leaks/spills Tests: booted to craggy, tried tracking List`1[System.Single
Today
Add support for the right-side icons on the map screen. Pressing dpad left/right shifts focus. Added glyphs. Added missing tooltips for some of the existing icons so they show correctly when navigating. Misc fixes
Today
Merge from render_pipeline_testing
Today
Cherry Pick (168771) - Floating point issue with aniso highlights
Today
merge from main
Today
UZI AO Fix
Today
Merge from mixingcooking_ui
Today
Merge from main
Today
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Today
Bunch of fixes
Today
Updated M1 Garand blockout to match real world dimensions
Today
merge from ramp_deploy_fix
Today
Fixed triangle foundation deployable on top of brutalist ramps
Today
Added FN FAL mesh blockout
Today
Added M1 Garand blockout mesh
Today
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merge from viewmodel_skinning_update
- Cleanup - Fixes stopping treating base player npcs like humans
- Add player support - Add two seperate controls: one to decide off/on without globals/on with globals, another to control how much players are included in the lods: off/on only at far distances/on
Today
Hemp colourblind variants.
Today
merge from stoneframe_colliders_fix