134,818 Commits over 4,293 Days - 1.31cph!

23 Minutes Ago
Added a new Additional Mask Blend Settings section to the Standard shader's Detail Layer for further control over the detail mask's blending and UVs
50 Minutes Ago
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52 Minutes Ago
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1 Hour Ago
Change steering wheel lock sound
1 Hour Ago
vclouds: - cap full res image to 4k in either dimension (prevents GPU murder when taking high res screenshot, aspect ratio is maintained when scaling down) - don't reproject when taking a screenshot, render the full cloud image from scratch - respect time.timescale
2 Hours Ago
Change position operations to integer coords to solve lod border issues with some terrain sizes Setup terrain renderer to run in editor for scene view and game view cameras
5 Hours Ago
Merge from kinematic_asleep_magnet
5 Hours Ago
Added a new kinematicWhileAsleep option for vehicle settings Enabled for magnet crane
5 Hours Ago
add deep sea version for environment volume properties ocean overrides
6 Hours Ago
Merge from dropped_item_optim
6 Hours Ago
merge from indirect_instancing
Today
rebase on main
Today
Properly cull underground objects when Indirect Instancing is enabled
Today
Progress
Today
Rename queue budget
Today
Add stressTest_DroppedWeapons, drops the given number of ak's in front of the player, defaults to 500 if nothing is provided Moved DroppedItem.CheckValidPosition into the existing dropped item queue with a 0.05ms budget In theory this should be fine as the raycast goes from the last valid position to the current position, if there's some time between those two events it should resolve itself In a test case of 500 guns this saves about 0.5ms/frame
Today
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Today
underwater fog lerping respects reflection.forceupdate
Today
Fix culling volumes not working with Indirect Instancing by allowing to inject culling decisions from gameplay code. (pre_culled_mask)
Today
lightu-up frame setup, including xl and xxl sizes, gibs, collision, needs lods
Today
Merge from naval_update
Today
Adjust LOD distances on casino structure so that it doesn't get culled before the HLOD kicks in S2P all floating cities
Today
Upgrade to Discord social SDK 1.8.13395 Hook up RegisterAuthorizeRequestCallback
Today
Don't allow deployable corpses on boat hulls while in edit mode
Today
Remove the hardcoded apple image in the fog of war shader if something breaks, will now just show fully occluded Update the death screen if we receive updated fog images from the server
Today
ornate frames XL and XXL, tidied up icons, collision, lods, added gibs
Today
Refactored code so its more performative, scales better and doesnt contain unnecessary code duplication. Also added a Help string too.
Today
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Today
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50cal_fullammo_spawn -> main
Ensure 50 cal turrets start with max ammo
rhib_passenger_light_fix -> main
NRE fix
Today
Add a few new inputs to prop_vehicle_jeep (Jalopy version) * DisableRadarDetectEnemies * EnableHazardLights * DisableHazardLights * NoHazardLights key value * Added "Has Gun" keyvalue to jeep in Hammer * Removed non existent "HUD Locator Precache" spawnflag from Jeep in Hammer Use FGD files * Fixed prop_vehicle_jeep having static prop key values that are not applicable to it * Added some descriptions here and there, where there were previously none * Deduplicated some key value definitions, such as skin and fade distance stuff Added new spawnflag for func_tracktrain - GoldSrc rotation Make plastic materials emit some particles on bullet hit * Affects props like the blue barrel, Lamarr cage, etc.
Ensure only drivers can toggle RHIB lights
Today
WIP Painting Line draw tool
Today
Update: PersistentObjectWorkQueue now gathers a bit more telemetry - also fixes a potential bug with stale data uploading to our backend (another case in ObjectQueue) There's a bug with it being desynced with the rest of the data (it's called last, but in reality is current), will fix later Tests: none, not done yet
Today
Paintable Reactive Target - Updated texture size down from 4K to 2K
Today
merge from main/naval_update
Today
Increase RADAR_CONTACT_TYPE_BITS from 3 to 4 (for sign bit)
Today
Try setting ruin door to world layer to fix navmesh bug
Today
Paintable Reactive Target - Fixed and improved paintability, cleaned up meshes, updated textures and shaders, updated gibs, simple collisions for static parts, rendered icon and ran icon manifest.
Today
merge from deployer_vm_3p_fix
Today
Fix building plan appearing untextured in 3rd person when deploying certain items generic_deploy now uses the same setup / viewmodel as the regular planner
Today
Reimplement deep water checks in batched buoyancy
boat_planner_new_icons -> main
Add Lewis's new icons for Boat Building Parts: - Low Wall Barrier - Low Cannon Wall - Low Wall
Today
Add "enabled" key to util.GetSunInfo Try to fix IMaterial:GetShader on Linux SRCDS * By storing the shader name on the material, instead of relying on the shader system on dedicated server
Today
more prefab setup
Today
Fixed boat building planner worldmodel showing regular planner on LOD1 and LOD2