196,604 Commits over 4,110 Days - 1.99cph!

34 Minutes Ago
Update party invite modal to look less WIP - add profile picture - improve colors - wait up to 2 seconds before showing party invite to give time for profile picture to load Update HttpImage to expose whether the image is currently loading or finished
3 Hours Ago
Ignore party invites from non steam friends
3 Hours Ago
merge from main -> party_system
3 Hours Ago
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3 Hours Ago
Update: AutoTurret - rewrite rotations via matrices instead of TRS - Delete all TRS related stuff (turns out you can't do non-uniform scaling with it :/) - Incorporate transform hierarchy up to gun_yaw This should be slower, but different PC - will re-bench once home Tests: spaend a turret and caused it to rotate different ways
3 Hours Ago
trawler ship hull material vcol blends progress, more uving
3 Hours Ago
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3 Hours Ago
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4 Hours Ago
Fix GitHub Desktop's fuckup yet again (lights.rad)
4 Hours Ago
Add command to join party by ID
4 Hours Ago
separate volume slider for UI sounds
5 Hours Ago
Minor cleanups from main Draw console notify text above all other panels Remove leftover debug print Added background to cl_pdump cvar run iterator reset just after EntityRemoved, not before Simplify optional argument checking for Entity:AddGesture/RestartGesture/AddGestureSequence Update lights.rad
5 Hours Ago
fix reproj artifact when camera rotation snaps far
5 Hours Ago
Add some sanity checks for malformed models that could crash the game (to do w/ textures) Can now build tier0, tier1, vstdlib and some others for x86-64 Build VPK.exe like x86-64 already does Delete replay.dll/replay.so which are unused Update Build-Game.bat Improve V49 model support for VRAD static props -allowdynamicpropsasstatic also allows props without $staticprop VRAD static prop lightmaps respects skins (crash fix as well) + sanity checks for model loading Fixed an issue with format strings
5 Hours Ago
fix wobbly reprojection
5 Hours Ago
Wall Storage - Updated prefab setup with a proper one, working LODs, Gibs, IO ports and lights
6 Hours Ago
M15 Pistol - Small fixes to world model LOD3
Today
add separate shadow density scale for cloud atmosphere shadowing
Today
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Today
configurable cloud haze with height falloff, attempt improvement to sun-moon transition
Today
M15 Pistol - Added final world model and LODs FBX, tweaked attachment positions
Today
- Removed indirect_instancing.enabled toggle (was broken) - Reverted all modifications to MeshLOD, MeshCull, RendererLOD, RendererBatch and other LODComponents
Today
merge from erosion
Today
fixing erosion issues waterside and stripe artefacts - corrected slope angle calculation that was causing striped carving at low - introduced procedural carving limit that eliminates waterside carving and just limits max-depth elsewhere
Today
day-switch oddity mitigation with gradients (code fix needed for highlight hotspot)
Today
VC TOD gradiation of ambient and scattering during sunsets.
Today
- Fixed and optimise debug diagnostics - Use an array instead of a dictionary to store RenderKeys - Added various toggles for controlling which parts of the system run during profiling
Today
InstancedDebugDraw: Fix performance issue when re-adding instances each frame
Today
merge from abyss_containers
Today
merge from frontiergatewalldesc
Today
merge from viewmodel_camera_anim_v2
Today
merge from combatknife_sfx_drop_fix/woodtea_drink_sfx_fix
Today
merge from resourcedispenser_stacksize_fix
Today
merge from grass_skirt_legs_fix
Today
New StaticMissionItemDispenser entity, acts like a static storage container that fills itself with whatever loot is required by the mission when interacted with. Saves us having to scatter a heap of mission points around monuments that will then get cluttered over time, this allows us to have a single item dispenser that can be used by missions Added to fishing village A, updated safe zone unlock mission to fit
Today
Fix response buttons being clickable when animating
Today
Fixed being able to repeat non-repeatable missions
Today
S2P compound Add a spawn point fishing village a, S2P Create a new CompoundSpawning test scene
Today
Merge from outpost_spawning
Today
Unsaved
Today
Fixed the conversation screen layout jumping around as the responses and text is animated in, making it hard to click on things Panel is now presized and won't resize at all mid conversation stage (will still resize at the start of each stage)
Today
Document icons Add support for showing non item rewards
Today
Switched outpost scientist npc to a generic mission provider Added support for generic dialogue handling when there are no available missions Generic mission process is now alloc free
Today
Safe zone spawn unlock mission boilerplate
Very rubbish first attempt at wall snapping when placing deployables
Yesterday
Merge from party_system -> main
Yesterday
Fix another NRE when connecting to a server in a party
Yesterday
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Yesterday
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Yesterday
patrol_heli_revision_2 -> main