155,949 Commits over 4,536 Days - 1.43cph!

19 Minutes Ago
add a wrapper for all playable calls
20 Minutes Ago
- Revert back to a simpler model of just client simulating the physics of a predicted grenade on ground hit - Back out of predicted grenades if it's obviously clipping through a surface
21 Minutes Ago
merge from critter_animals -> Livestock_animals
21 Minutes Ago
update livestock scene to remove duplicate critters
22 Minutes Ago
population changes
24 Minutes Ago
squirrels try not to go into riverside/oceanside
28 Minutes Ago
disable frog debug cube
48 Minutes Ago
import new frog anims and integrate, breaks materials on model
51 Minutes Ago
Bunch of UI styling/improvements.
1 Hour Ago
merge from main
1 Hour Ago
slider test wip
1 Hour Ago
Adde placeholder gamepad config button, runs the new console command, ready to call the steam input button configurator when I add it to FP.steamworks
1 Hour Ago
Assign root bones on calf prefabs to fix stringpool warnings
1 Hour Ago
Fix fence collider being stripped from the server, fix import settings, assign phys material Add door controller sockets to fence gate, refine lock position Set up vehicle phys boxes Allow fencing to be demolished When looking at a deployable that can be demolished with a hammer it now gets the blue highlighting, same as when its upgradable
1 Hour Ago
Bugfix: HttpImage - create blurhash sprite when one is needed Tests: navigated to store general page, saw the background change to blueish, dlc page is redish
1 Hour Ago
merge from Frog_Branch -> critter_animals
1 Hour Ago
Prevent key rebinding triggering if clicked with gamepad cursor
2 Hours Ago
Bugfix: clamp color channels when creating a blurhash texture Tests: navigated through store, no more color splodges
2 Hours Ago
Update: ran StoreBundleTool to assign blur hashes Tests: inspected store with httpimagedelay
2 Hours Ago
- updated cattle bias maps and reset their settings, applied new maps to cattle materials. - updated sheep model with better organised model - fixed some AO issues in sheep textures - added sheep fur normal and applied it to sheepfur materials - added LOD material for black sheep fur and updated sheep prefab
2 Hours Ago
Performance fix
2 Hours Ago
Bugfix(editor): read textures as srgb data when able to Tests: visualized produced blurhash
2 Hours Ago
Added inheritSkinsFrom to ItemDefinition. Code support for it. Set all sandbag variants to inherit skins from the base sandbag item.
3 Hours Ago
Update(editor): minor cleanup of CalculateBlurHash All experiments to async load textures failed, so committing to this version Tests: inspected a couple produced blur hashes
Rin
3 Hours Ago
merge from sandbag_barricade_sockets
3 Hours Ago
Fix pre-existing binding issue when closing menu mid key-assign. Only shows up as a real issue when using a gamepad.
3 Hours Ago
exported wip frog anims
3 Hours Ago
baseline of terrain deformation, tile-based serialization (only for areas with active changes) some concept of protection and healing over time
3 Hours Ago
compiler fixes
3 Hours Ago
Updated the Light binning debug overlay to display the total number of lights processed per screen tile rather than per-bin
4 Hours Ago
Fix some key latching issues when input gets cleared such as F1 console opening.
4 Hours Ago
Merge from salvaged_cleaver_loud
4 Hours Ago
Salvaged cleaver distance fix
4 Hours Ago
remove debug cubes
4 Hours Ago
4 Hours Ago
Changed to per-camera bin data buffers so the light binning job can be completed just before rendering
4 Hours Ago
fix hitbox collisions
4 Hours Ago
M79 Grenade Launcher Blockout
4 Hours Ago
fully integrate squirrel anims, fixed critter locomotion analyzer tool
5 Hours Ago
merge from Livestock_animals/meat_visuals
5 Hours Ago
Fixed apartment complex and floating cities not showing in the S2P batch window
5 Hours Ago
S2P: - ferry terminal - outpost - large oilrig - gas station - radtown - supermarket - water_well (all 5) - apartment complex - floating city (all 4)
5 Hours Ago
merge from sentry_upload -> main
5 Hours Ago
- Changed the LightBinningJob to only process depth bins within the screen tile that a light occupies to reduce the overhead of the job significantly - Aligned depth bins for each tile within memory so that they are within the same cache lines and produce more cache hits when sampling the depth bin on the shader side
5 Hours Ago
integrate new squirrel anims
5 Hours Ago
Re-add the "max 3 uploads per session" logic that got removed accidently
5 Hours Ago
PS 4/5 gamepad layout vdfs. Update input config deploy tool to work with all the layouts not just xbox.
5 Hours Ago
Mesh library fixes * Some copy paste mistakes in error messages * Fixed BuildFromTriangles reading bone weights from the wrong table Minor cleanups * Deleted sensor_smooth cvar (unused) Improve Kinect support error handling Minor cleanups Fixed missing Toggle input for func_nav_prefer/avoid entities Added CMoveData:RemoveKey helper * Since CMoveData:AddKey and Get/SetButtons already exist Potential fix for kickid kicking unauthed players when using SteamID64 * Also use SteamGameServerUtils()->GetConnectedUniverse() instead of hardcoding public universe Make Entity.GetHitboxSetCount return a number at all times Hopefully fixed cubemap issues on Linux and AMD GPUs Minor cleanup in cl_voice.lua Wipe vertex buffers on lock Fixed wood_spool01.mdl prop data and smoothing groups Temporarily disable MacOS builds
5 Hours Ago
Add missing catch {} to a try statement that only had a finally {} block
5 Hours Ago
merge from Squirrel_test to critter_animals