196,025 Commits over 4,110 Days - 1.99cph!

3 Minutes Ago
Fixed some compile warnings Added more sanity checks Prop fading changes If prop min fade distance is below 0 (i.e. -1), it will be set to max fade distance if max fade distance is below 500. This avoids props being always transparent in this scenario, even when walking up really close to it.
24 Minutes Ago
hanging lights
28 Minutes Ago
Manifest
40 Minutes Ago
Merge from trimmed_asset_warmup
42 Minutes Ago
Try to only bundle referenced prefabs since Unity doesn't like us selectively warming them up
59 Minutes Ago
merge from main
1 Hour Ago
fix water rendering issues on macOS
1 Hour Ago
merge from session_analytics
1 Hour Ago
Added session_start and session_end events Added session_id field to every events
1 Hour Ago
merge from main
1 Hour Ago
Flex grid min values on row count and row min height
1 Hour Ago
Don't rely on managed references when removing instances, use InstanceHandle instead
2 Hours Ago
Hack: BiomeBenchmark - try generating clutter without incomplete server Didn't work, since they spawn server side, but there's no server to send this info to client. Will try to migrate the clutter to client side next. Tests: benchmark in editor
3 Hours Ago
Store featuring fixes More analytics, added journey_id to all store events
3 Hours Ago
Fixed changing video settings always forcing map reload Improve performance of ToGMODPlayer clientside Matches serverside implementation now Optimize player.Get* functions a bit Optimize ents.Get* and ents.Find* functions Remove -preload as well Use safer Entity push function for recent changes to player/ents libs Remove unused c_fire_smoke methods Fixed worldspawn not calling create/remove hooks correctly clientside Should now be consistently calling create AND remove hooks. Fixed clientside ragdolls not calling GM:EntityRemoved
3 Hours Ago
Add some sanity checks Removing more unused convars cl_burninggibs, r_propsmaxdist cl_first_person_uses_world_model - does nothing mat_max_worldmesh_vertices - no noticeable effect Removing more unused convars showparticlecounts, cl_team, cl_class Remove cl_SetupAllBones It was functional, but seems to be some sort of leftover hack which is disabled by default anyway Removed cl_forcepreload It is gone in newer versions of the engine anyway. It's functionality CAN be replicated via `-preload` launch param for whatever reason. Added player.GetCountConnecting Added more sanity checks Added lua_matproxy_nobindmat & matproxy changes The convar is for testing only (since not all servers have the updated Lua library), Lua mat proxies will reuse the already stored material in Lua for the bind callback, rather than pushing the stored material from C every frame. This prevents thousands of IMaterials being pushed to Lua a second, and should prevent hitching when GC deletes them all in batches. Minor cleanups Bump internal renderData buffer from 64k to 80k Prevent TOGL crashes when encountering debugger break Merge Pull Requests * Minor optimizations to Problems panel, abilty to close it via ESC key or clicking empty space * Numpad library discards bindings to KEY_NONE * Remove tostring call on the argument of player.GetBySteamID64
3 Hours Ago
Remove unused c_fire_smoke methods Fixed worldspawn not calling create/remove hooks correctly clientside Should now be consistently calling create AND remove hooks. Fixed clientside ragdolls not calling GM:EntityRemoved
4 Hours Ago
Updated Banana Bunch Albedo Texture Map Updated Banana Bunch Model to incorparate feedback
4 Hours Ago
Use on toggle enabled instead (for gamemode filters)
4 Hours Ago
Update: BiomeBenchmark - add basic avg frame time tracking Tests: ran scene in editor
4 Hours Ago
Slighty improved server browser tab behaviour - can now toggle off gamemodes that are already toggled Better
5 Hours Ago
Update: BiomeBenchmark - generate fly-through camera track Tests: BiomeBenchmark in editor
5 Hours Ago
Update: BiomeBenchmark - re-enable a bunch of procgen scatter - Brings in vine trees, rocks Tests: BiomeBenchmark in editor
5 Hours Ago
Server browser now properly responds to gamemode toggles Setup system to inject tags into existing server browser (dependent on which buttons are on)
5 Hours Ago
added mannequin test and set up with basic spawnable prefab
5 Hours Ago
Update: BiomeBenchmarks - Fixed biome generation on row-islands - Benchmark map size works with NPOT sizes Now to figure out why forests are not coming through Tests: BiomeBenchmark in editor
6 Hours Ago
- Always crouch when flanking - Remove in water checks for perf - Pick far covers when target is too close, close covers when targer is too far, and different covers otherwise - Heavily favours not peeking from same spot twice
Today
Prevent scientists not being able to see players standing on a very tall building when in combat
Missed files
Colour notifications differently if they've been seen
Attach cheater ban noticies system to our new notification system
Animate Y instead, some minor animation adjustments
Add 'empty' no notifications insert, which will turn on when no notifications are in Add support for it to be animated/changed
Today
Fixes
Today
Update: BiomeBEnchmark - minor progress - Fix invalid biome assignation per island - Submerge the terrain - Get rid of terrain setup in scene - Fixed terrain heightfield to generate non-ocean topology, but the scale of the resulting terrain is too big. Still investigating how to make topo better without inflating terrain too much. Tests: BiomeBenchmark in editor
Today
Store analytics wip, restored old events
Today
oil rig legs update
Today
Bunch of refactor, improvements, pooling. Nicer boat station entity detection and handling.
Keep notifications window closed by default
Add a clear all button to the notifications Created a small rounded button image
Today
Update: BiomeBenchmark - disable rock scattering to speed up iteration Will re-enable later Tests: BiomeBenchmark in editor
Show red dot above notifications if we have them Tween it there and away Better red colour
Today
bumper tire bags progress tires_pile tileable textures
Today
Merge: from main Tests: none, no conflicts
Today
Update: BiomeBenchmark - first baby steps - Generates empoty row-islands + biome map for these islands - Generates biome map for row-islands Confused why I get beach texture everywhere. Need to sort that next. Tests: ran the BiomeBenchmark scene in editor
Reparent notifications window Fix bug that wasnt showing link icon when a link was provided to the notifications
Convar to add test notifications
Setup Notification prefab 4 Notifications each with different icons Notification pooling system Notifications can link to steam external or internal URLS Properly overlay notifications canvas over everything else
Today
Updated Banana Bunch Albedo Texture Map