131,251 Commits over 4,232 Days - 1.29cph!

1 Hour Ago
Culling.env is no longer admin only Added culling.skinnedRenderers, controls the player/animals culling system Both culling.env and culling.skinnedRenderers require culling.toggle to be active, turning this convar off will turn both related convars off
1 Hour Ago
Merge from food_qol
1 Hour Ago
Fixed items held in sub inventories (backpcks, fishing rods) not calculating biome temperature correctly
3 Hours Ago
Merge from main
3 Hours Ago
Don't allow the deep sea terrain config to load if the player is in the tutorial
3 Hours Ago
Merge from parent
3 Hours Ago
Cherry pick 136869 to expose bake heightmap shortcut, useful outside of hackweeks
4 Hours Ago
Fixed missing ghost ship map marker
4 Hours Ago
Merge from fog_multithread_fix
4 Hours Ago
Move test scene
4 Hours Ago
4 Hours Ago
Compile fix
4 Hours Ago
FIxed deep sea fog of war being filed with mismatching part ids on the server, preventing it form loading on the client after reconnecting
4 Hours Ago
Expose shortcut Terrain/Bake Heightmap in shortcuts window
4 Hours Ago
5 Hours Ago
Splatting
Today
Saving/loading
Today
Setup a paint save testing scene to finally get to the bottom of the multithread fog of war issues
Today
Fix "ShouldBeRunning()" getting inverted during refactor
Today
Refactor refill code from PrefabPoolCollection into it's own PrefabPoolFiller class
Today
Strip PropRenderer from spawned objects Can't use PrefabAttribute due to assembly limitations so came up with a simpler approach Probably not worth it, a memory sample from a large base showed only 0.7mb of these components (across 1885 of them though) Would still need some bespoke handling for HideDuringRender usages, likely via a new component
Today
Add convars to control pool refilling - refill_max_concurrency (default max 5 jobs queued) - refill_mode (0 = off, 1 = main thread, 2 = InstantiateAsync) - refill_immutable_optimization (assumes source prefab isn't being modified) - refill_max_per_job (max number of prefabs submitted per job (default 30) Better detection when no work is being done and avoiding burning the budget Target refilling each pool to 50% to avoid constantly deleting extra prefabs if the pool is always full - hardcoded for now Simplify main thread refilling, don't worry about overshooting budget since it can be set small and we want to move to async which doesn't risk overshooting
Today
Forgot to commit changes from yesterday, added a score HUD
Today
Added advanced input option to set mannequin pose using binary inputs, added helper calculator for converting pose to binary
Today
Add back parent parameter in InstantiateAsync() since it actually works in Unity 6
Entered commands always generate a new timestamp
Put console command input box at the very bottom of the window
- Fixed dodgy scaling on the displayed entries - More flex fixes throughout - Command box clears after running a command
- Clear now works - Save correct date/time format when copying to clipboard - Trim <colour> tags when copying to clipboard
Today
Port CS:GO's TexturePacker and FontTextureCache * Fixes a weird font corruption issue Fixed multibone static props flashing across the map randomly Limit physics rescaling to prop_physics and sent_anim Fixed `props_phx\trains\tracks\track_switch2.mdl` (Community Contrib)
Today
Fixed multibone static props flashing across the map randomly Limit physics rescaling to prop_physics and sent_anim Fixed `props_phx\trains\tracks\track_switch2.mdl` (Community Contrib)
Today
Console null check, removed unused vars
Developer tools tab init fix Console UI NRE fix
Today
Pressing enter with the item tab open focus on the search bar Updated search bar styling
Today
merge from unity_6.0.58 -> hackweek_pool_refill/unity_6
Fixed a bunch of console order of execution errors now that we do init in a different place
- Applied Flaviens shelf to fix messed up console init - Ensured instance is set - Merge conflicts
Today
Pressing tab with F1 menu open cycle through all the tabs
Added HasConsoleInput()
Deer skull mask repose
Ensure developer tools warms up the console so it doesnt miss any startup messages Setup copy, clear, log and log file commands
Today
Clean: get rid of debug logs Tests: none, trivial change
Today
npc_missiledefense model + code adjustments * works better now Deduplicate "Failed to CreateQueryUserUGCRequest" warnings * So it is known exactly where its coming from Disable vmevent API Fixed Enemy Rebels refusing to use RPG against the player * Also fixed them commenting on players death as if they weren't hating them Bump mp_decals default to 1024, add description Cleanups * Delete r_norefresh, CRender::m_frameStartTime, duplicate definition for mat_depthbias_normal Improve dedicated server workshop error handling Now loads the cache (overwriting) if ANY of the server collections fail to be retrieved. Fixed retry logic for Fixed decals not rendering in Hammer
Today
giveequip put the item in the inventory main container before moving it to the wear container, otherwise the swap logic doesnt work
Today
Final (WIP) values for shirt/jacket/pants on Attire branch of tech tree
Today
Update: remember selecter row index between dissasm states Tests: viewed BasePlayer::BoxTest
Today
Update: use consecutive int3s to stop decoding Doesn't always apply, but when it does saves a lot Tests: viewed BasePlayer::BoxTest
Ensure input is displayed brighter than logs
Can now submit console commands to the new console ui - Split off the display from the processing part of the console UI
Today
Update: allow inspecting instructions at address-like values Need to improve stream decoding in those cases, as it can run away to 12k lines of assembly even though the method was over on line 10. Tests: viewed BasePlayer::BoxTest