125,439 Commits over 4,171 Days - 1.25cph!

17 Minutes Ago
Force init the translations if the dict is empty, fixes issues when loading translations in edit mode
44 Minutes Ago
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1 Hour Ago
Switch out outer reticle parts to lines, add convar and slider to change width and length
1 Hour Ago
Casino progress / improved elevator shaft / still basic but already functioning
1 Hour Ago
Remove deleted file from VPC script
1 Hour Ago
Volcano smoke
2 Hours Ago
Lightmaps & Flowmaps for Water shader (Expensive water only) Also fixes a few other issues: * Removed hacks for certain water materials making skybox black in favor of a slightly better fix that doesn't touch the materials * Do not complain about missing "$refracttexture" * Minor fixes for 3d skybox render code with swapped arguments (probably no functional change) Remove mat_remoteshadercompile (does nothing) CheapWater flowmaps Also fixed the possibility for cheap and expensive water to draw at the same time for the one mesh/draw
2 Hours Ago
switch from using string path to GameObjectRef
3 Hours Ago
Halved the texture tiling, given the volcano size.
3 Hours Ago
Attempt #2 - store two specific weather states inside the single climate prefab (deep sea calm, deep sea wipe) - lerp between the two deep sea weather states based on the lerp float inside the DeepSeaManager entity (and network it) - add separate ClimateParameters for the deep sea (duplicate of Temperate for now) - read the DeepSeaWeatherState for temperature and rain (don't need to override snow since it can't snow outside the arctic)
3 Hours Ago
Nerfed the initial instant damage because that's probably no fun. Still heavy dmg over time.
3 Hours Ago
improvised walkway stairs 450x150 lods. floating city fender collision and mesh fixes. added skeletonjail mesh for fun. oil rig feet prefab variations. improvised walkway security tower mesh updated, quick collision too.
3 Hours Ago
Movement friction tweak in lava.
3 Hours Ago
LODs/COL/Prefab setup for all bridges Fixed collision issues in medical bay
3 Hours Ago
Lava modding cubes
3 Hours Ago
Some refactoring and fixes, the active entities list are now populated correctly after the server init
3 Hours Ago
State agnostic methods will check if we have a target or not - force the right state in both ways Pursuit state sets right gas pedal depending on distance Pursuit state sets the right steering setup as well Locked to just players for now - this wont do
4 Hours Ago
update manifest for client testing projectiles
5 Hours Ago
remove generic projectiles, disable first-person visuals for entity
5 Hours Ago
Minor adjustments to the collision mesh for the external wood high wall, removes most of the invisible walls between posts so you can shoot between them properly
5 Hours Ago
Optim: ServerOcclusion - split work in batches and process them serially This reduces RAM pressure and possible paging, but still generates enough work for CPU (8mil subgrid cells per batch) to keep it busy. 4.7k generation times went from 50s -> 30s. Gonna clean up and merge. Tests: generated and visualized
6 Hours Ago
Add dynamic environment volumes, move transformation/bounds math to burst. todo: jobify?
6 Hours Ago
merge ghostship_timeouts fix to naval_update
6 Hours Ago
Disable timeouts on ghost ships
6 Hours Ago
Make ghost ship environment volumes dynamic
6 Hours Ago
Set dressing on supplies barge
6 Hours Ago
Regenerate ConsoleSystem.cs
6 Hours Ago
Regenerate ConsoleSystem.cs
6 Hours Ago
Make the reticle a prefab since its used in two places now Improve looks of the outline of the center dot (just use a slightly bigger circle behind it instead of an actual outline)
Today
crossbow anim update
Today
When in dynamic mode, give the preview crosshair a pulsing animation and block changes to scaling
Today
basic blueprint fragment pickup item always spawns on red keycard desk, next to red keycard (blue puzzle room)
Today
re-enable collision with dropped items after short timeout
Today
merge from main
Today
added foliage displacement to the drone because I kept losing them
Today
Merge other fixes from /indirect_instancing
Today
Rebase on /main
Today
Merge build fix from /indirect_instancing_fixes
Today
Restore constant that I removed because I was an idiot.
Today
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Casino progress Medical barge fixes Fixed broken collider in corrugated_sheet_1x2_c prefab Created no-seaweed lobster trap prefab Slight progress on improvised walkways LODs
Today
updated the chainsaw PORC (player override controller)
Today
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Today
merge from naval_update
Today
merge from naval_update/deep_sea
Today
Merge from /indirect_instancing_fixes
Today
Rebase on /main
Today
Fix multiple issues with LOD bounds/distance calculations: - Never return zero-bounds for anything, try multiple things and fall back to 1 m³ as a last resort. - Always use bounds (and center) of LOD0 for consensus between LOD states. - Fix fallback renderer using transform position instead of bounds center for distance calculations.
Today
updated 3p chainsaw anims with correct idle head position
Today
Optim: ServerOcclusion - jobify a bit more + use ScheduleParallel 4.7k map generation time goes from 69s -> 52s, stopping here. I'm likely getting diminishing returns on my PC due to heavy paging (generation takes 8GB+ ram) - will break it down next. Tests: regenerated and visualized cache