138,526 Commits over 4,474 Days - 1.29cph!

16 Minutes Ago
Merge from attachment_fx_fix_2
16 Minutes Ago
Changed mod_attach and silencer_attach sound defs to use the tiny sound, reduces it's max audible distance from 60 -> 20 (although due to the falloff it's more like 10m)
39 Minutes Ago
merge from server_inventorydeserializing_optims
39 Minutes Ago
Server skips fetching all the properties of players steam items when deserializing their inventory Speeds up entering playmode (and runtime server inventory deserializing), can be slow depending on your inv size
40 Minutes Ago
Subtract 157916 (we do want these sfx to be audible to other players, just with a smaller distance)
41 Minutes Ago
merge from fix_editor_disable_deepsea -> main
41 Minutes Ago
Don't spawn in the deep sea manager at all when it's disabled in editor preferences
47 Minutes Ago
merge from copy_paste_load_threaded -> main
48 Minutes Ago
merge from bootstrap_optims
52 Minutes Ago
Load the copy paste files on startup on a background thread - still loads textures and adds to the list of files on the main thread - saves 600ms for my 36 copy pastes - more important for editor iteration speed than standalone clients (as most players aren't admins and don't have copy pastes on their client)
59 Minutes Ago
Removed the forced world and prefabs asset scenes activation from bootstrap (they still stream in the background, bootstrap no longer waits on them) Skin viewer activates the prefabs scene when opened for the first time, it keeps waiting for it to be loaded if its not ready to be activated Skin viewer loads bundled workshop skins through a sync path when the async bundle queue is blocked (the world scene holds the queue until its activated it when connecting to a server)
1 Hour Ago
pool: Ensure we cant move after hitting the ball
1 Hour Ago
Swap sub system to be a child animator sub system - allowing us to create a 1d blend tree to clean up the movement
2 Hours Ago
Add the upkeep component to both high walls and gates
2 Hours Ago
Add support for the "Upkeep" component to tick a bool if it's a high wall - will then use the convar for it's multiplier instead of the base's upkeep multiplier (based on size)
2 Hours Ago
Add `high_wall_upkeep` convar to control what the upkeep of high walls will be - set to static value because high wall upkeep would be too low near single TCs and too high near big bases
2 Hours Ago
Refactor BuildCost() so it returns a struct that contains the cost & how many items are produced each craft - allows us to divide the upkeep for high walls by 3x because we craft 3x per craft
3 Hours Ago
Fixed regression with portal turret voice lines Break debug.getlocal a little Try to fixup crash dump console log with newlines * Usages of MsgC or Msg without newlines would garble up the log, so we try to add newlines to the internal crash dump log so it looks correct, and also ignore empty lines Add more decal nullptr checks Fixed Ctlr+LeftArrow crash with TextEntry again Fixed Entity:Remove removing stuff prematurely when crazy physics is involved Added util.IntersectRayWithTriangle
3 Hours Ago
Change start/end frames for turn animations, they had like 15 frame tails of nothing at the end.
3 Hours Ago
rock carving pedestal wip baked model
4 Hours Ago
merge from console_optims
4 Hours Ago
Console autocomplete optims
4 Hours Ago
Flare animation and events updates
4 Hours Ago
One more terrain fix in puzzle zoo
5 Hours Ago
Fixed some errors in the puzzle zoo scene Added spawn.v3 prefab to world setup to make keycards spawn
5 Hours Ago
merge from waterwell_stock_decrease -> main
5 Hours Ago
Decrease max stock of items in waterwell vendor from 10 -> 2 - increase restock time from 2m -> 10m per item - keep syringe & ammo at 10 stock & 2m restock time
5 Hours Ago
dome logic decal tweaks to help left to right reading
5 Hours Ago
refactor turn in place to mostly use anims, give up on ik for now.
6 Hours Ago
merge from turret_hqm_increase -> main
6 Hours Ago
Increase turret crafting cost from 10 HQM -> 25 HQM
Today
Polish pass on supply signal refresh anims
Today
merge from fix_boat_vendor_heli -> main
Today
Add tests to confirm boat spawners don't destroy helicopters & boat spawners still destroy boats
Today
Add support for vehicle spawners to label what kind of vehicles they spawn (boat, horse, heli) - prevent boat spawners from deleting helicopters when spawning boats since they can't get in the way
Today
WTP fixes - gearbox wheel turns smoothly - switched from prefab serialized values to server convars - added debug convar command to check current pressure of tank(s)
Today
Console: no more truncated combatlog, big perf improvements (only reparse changed rows, flex texts can use the measure fast path)
Today
Add UV1 channel to the 100x300 barrels blocker for use with a new beveled rubble detail normal, in order to reduce the low poly look on some rocks
Today
more basement player block blockouts
- play confetti effect on win
Today
merge from PlayerMaintainedMonuments
Today
merge from PlayerMaintainedMonuments
Today
merge from PlayerMaintainedMonuments
Today
Wood Panelling wallpaper - WIP textures and material
Today
Converted multi-compiles to shader-features where applicable in the cloth shaders
Today
merge from mainmenu_toggle_optims
Today
master key for apartments viewmodel and textures
Today
Bar Stool Wood - Updated model with backface on cloth, updated textures
Today
fix string alloc in VolumetricFogShadowPreProcessPass