197,434 Commits over 4,110 Days - 2.00cph!

Today
Switch to loading/unloading scenes async so we can always do it additive Fixes to get almost in game
Today
Merge from main
Today
WIP using scenes to speed up asset warmup
Yesterday
Arctic value compensation for new haze falloff curve.
Yesterday
Merge from /compass
Yesterday
merge from new_menu
Yesterday
TMP soft mask shader added to always included shaders
Yesterday
Cloud depth and brightness enhancements on clear.
2 Days Ago
Added takeover system for steam inventory items
2 Days Ago
2 Days Ago
Fix attempt for the missing photoseizure warning text on bootstrap in builds
2 Days Ago
merge from indirect_instancing
2 Days Ago
native libraries
2 Days Ago
- Found a way to unity instance adding/removal code under InstancedLODComponent. This is starting to look very solid now. - Started extending BufferList to work with Span<T> - Added ArrayPoolBufferList as an experiment
2 Days Ago
Subtract 124593 - dont need it
2 Days Ago
merge from new_menu
2 Days Ago
Updated SoftMask
2 Days Ago
merge from fogmethod1
2 Days Ago
scrap_heli_gibs_fix -> main
2 Days Ago
Make the base mesh readable and try that
2 Days Ago
Temperate twilight adjusted for new haze falloff.
2 Days Ago
merge from fogmethod1
2 Days Ago
Clear improvements.
2 Days Ago
patrol_heli_revision_2 -> main
2 Days Ago
Increase visibility of flee marker and path (again)
2 Days Ago
merge from party_system -> main
2 Days Ago
Show party leader icon beside the leader in the party - use callback to detect right when party owner has changed - expose party leader via IFriend (can make new interface in future)
2 Days Ago
Clear cloud brightness fuckery
2 Days Ago
Apply FCVAR_CHEAT to r_pixelfog Minor cleanups Fix missing Trails undo message localization
2 Days Ago
Jungle tint improvs.
2 Days Ago
Atmosphere improvements.
2 Days Ago
new token for frontier gate so it doesnt have the same description as the wooden one
2 Days Ago
Pilot Codelock - Model, materials, WIP textures
2 Days Ago
Update: TestLineOfSightBatched A lil cheeky 44k raycasts test. Missing the actual batched query impl. Tests: ran the test - failing as expected
2 Days Ago
merge from new_menu
2 Days Ago
Steam inventory warning popup is opened once when attempting your first breakdown Added confirmation popup when breaking down an item Twitch drop deletion now using the red confirmation popup
2 Days Ago
cached native allocations, batched projectiles now save between 30% - 50% of the runtime compared to serialized in performance tests (gains increase with projectile count)
2 Days Ago
merge from indirect_instancing
2 Days Ago
Fix compilation error about RecordUnsupportedMaterial
2 Days Ago
fix native library issue
2 Days Ago
Encode spherical harmonics directional occlusion (SHDO) into gbuffer for proper shadowing on direct lighting (directional light only), use alpha testing and multi hit backface raycasting in SH baker to better represent foliage shadowing, blend between shadows and SHDO when reaching max shadow range, and use TOD sun direction for SHDO calculation
2 Days Ago
Blend layers on floating walkway kit WIP. Float script on kit as well but some issues present with transforms (WIP too)
2 Days Ago
Cannon whitebox deployabke
2 Days Ago
Recently helicopter will restrict how far it goes on patrols
2 Days Ago
Update: GamePhysics tests - move box grid creation to individual tests Avoids polluting the world for other tests(problem for LineOfSightBatched) Tests: ran the updated unit tests
2 Days Ago
Initial setup of Tugboat horn
2 Days Ago
Update: GamePhysics tests - spawn ignore volumes per tests Tests: ran the 3 affected tests - they pass
2 Days Ago
Merge from deployable_cannon
2 Days Ago
Flip default anchor rotation so it's easier to place at edges
2 Days Ago
cannon scale blockout