196,627 Commits over 4,110 Days - 1.99cph!

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Spherical harmonics baker (L0, L1) to store self shadowing data in foliage vertices
1 Hour Ago
Merge from toolgun_deploy_fix
1 Hour Ago
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1 Hour Ago
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2 Hours Ago
Fixed missing toolgun deploy sfx
2 Hours Ago
Merge from nametag_streamer_fix
3 Hours Ago
Fixed nametags on top of players heads not updating if streamer mode was toggled mid game
3 Hours Ago
Merge from mission_create_streamlining/outpost_spawning
3 Hours Ago
Fix compile errors
4 Hours Ago
Converted the mission info panel to a flex element
4 Hours Ago
Add a mission complete screen (pretty wip right now)
Today
Created a drop down property drawer for position fields, makes hooking up mission positions a lot easier
Today
merge from party_system -> main
Today
Added a tab interface to the mission inspector Mission position generators can now be marked as non exclusive, allows us to have multiple player missions use the same point
Today
Fix compile errors
Today
Add document spawn points to other fishing villages
Today
merge from party_system -> main
Today
Merge from main
Today
Add context menu option to invite users to the party - create a party automatically when inviting someone
Today
Merge from compiled_field_fixes
Today
Fixed serializable fields being compiled out in: CommunityEntity.UI.FadeOut CommunityEntity.UI.Countdown DDraw FPSLogger EggUpdater ItemStoreItem
Today
Add context menu to party members - UI to kick and promote members to party leader Add ability to promote other players to party leader
Today
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
Today
Ignore party invites from non steam friends
Today
merge from main -> party_system
Today
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Today
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
Today
trawler ship hull material vcol blends progress, more uving
Today
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Today
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Today
Fix GitHub Desktop's fuckup yet again (lights.rad)
Today
Add command to join party by ID
Today
separate volume slider for UI sounds
Today
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
Today
fix reproj artifact when camera rotation snaps far
Today
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
Today
fix wobbly reprojection
Today
Wall Storage - Updated prefab setup with a proper one, working LODs, Gibs, IO ports and lights
Today
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