133,997 Commits over 4,262 Days - 1.31cph!

12 Minutes Ago
Added some memory cell tests
13 Minutes Ago
Tests: Add TraceRay/-s perf tests The numbers of serial vs batched are a bit too crazy(128 rays: 7.5ms vs 0.3ms; 1024: 716ms vs 2.2ms), but looks like managed sort is too costly. Need to investigate the 8k batched hang(5min+ ) Tests: ran the perf tests
24 Minutes Ago
initial reduction: 16->8 metal, 14->13 wood
25 Minutes Ago
Fixed a space station triangle roof conditional being toptier prefab
29 Minutes Ago
Fix another Big Wheel NRE that could happen when the deep sea wipes
35 Minutes Ago
Anchors can now be deployed over low walls, barriers, cannon walls and window frames
Today
Merge from naval_update
Today
Added GetMaterialAtPosition to MeshTerrainRoot, hooked up to evaluate when a position is in the deep sea This solves footstep sounds and impact fx on the deep sea islands not working as expected Had to emulate the SetupSplatLookup process from TerrainSplatMap This will be skipped on the server as MeshTerrainRoot is an IClientComponent, which I believe should be fine since we largely use this for fx S2P all islands
Today
Fix render bounds flooring Fix corner LOD edge detection LODs are now seamless
Today
Fixed GroundWatch not working on small ramps
Today
Merge from main Merged PlayerModel.IK.cs and party_hat.prefab automatically
Yesterday
Decreasse Scientist RHIB AI HP by 40%
Yesterday
main -> scientist_boat_ai
Yesterday
autoturret_improvements -> main
Yesterday
quick_craft_improvements -> main
Yesterday
I left a bunch of logs again
Yesterday
Fixed turrets not following proper aim direction if it doest have a target (on the server code), so its ready to auto snap when we swap back to the server auth side - Compile fix
Yesterday
Dirty aim direction angle changed from 0.03 (it basically never ran) to 1 - Instantly reduced turret snapshots when aiming to a target - Lerped on the client anyway so it doesnt make too much of a difference apart from reducing packets
Yesterday
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Yesterday
merge from naval_update
Yesterday
Removed deep sea portal avoidance code in cargo egressing logic, not needed
Yesterday
merge from naval_update
Yesterday
Patrol heli uses GetRandomPointOffshore to randomise its start position, avoids the deep sea Patrol heli cant target players in the deep sea
Yesterday
Fixed TerrainMeta.GetRandomPointOffshore not avoiding the deep sea and deep sea portal as expected
2 Days Ago
merge from naval_update
2 Days Ago
Fixed deep sea stuck in busy state if server restarted when its closing or opening
2 Days Ago
Bypass placing in rock check for square & triangle foundation - allows the foundations to clip into the "ground" even if it's a rock, the same way they can clip into the terrain normally - should be safe because placing foundations alone into rocks doesn't do anything useful & there should be additional checks if the foundation is completely in the rock
2 Days Ago
Add support for certain prefabs to bypass TestPlacingThroughRock()
3 Days Ago
Add a big cliff to CraggyIsland as all the old ones got nuked during the world update - put below the power lines so it's not floating anymore & gives us a place to test the bug
3 Days Ago
updated clip meta for 3p sitting in boat anims
3 Days Ago
updated rowboat Ik target
3 Days Ago
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3 Days Ago
Fix stackable skinnable items not being having the skin applied to the world model when the item stack is split - fixes grenade skins often not showing on the world model
3 Days Ago
updated feet and hand ik tragets on snowmobiles
3 Days Ago
updated ik hand targets on battering ram
3 Days Ago
Fix clothing not going into main inventory when hover alt looting clothing from chest -> player and backpack becomes full
3 Days Ago
Potential fix for bases decaying despite having upkeep on servers with high amount of building blocks - previously was only purchasing 10min of upkeep time, so if it took longer than 10min to check every building block it eventually would start to decay - needs testing
3 Days Ago
Clear out NULL entities from g_SBoxObjects on removal * When player props are removed post disconnection, previous solution was either untested or simply inadequate? Clear cleanup.GetList of NULL entities every so often Clear invalid undos every so often * This is mostly for disconnected players Fire a problem when WorkshopDL download fails For highest severity problems, fire a notification * This should mostly be failed addons downloads, most importantly - during server loading screen Merged Pull Requests * Fixed potential Lua errors with Dynamite sandbox entity * Fixed errors in Entity:CallOnRemove callbacks preventing other callbacks from running * Optimize Player:GetEyeTrace* * Menu: Only override <a> in Awesomium * Menu: Disable some AngularJS features * Adding a cooldown to the Camera weapon effects
3 Days Ago
merge from main -> loaded_ammo_type_indicators
3 Days Ago
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3 Days Ago
merge from main
3 Days Ago
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3 Days Ago
merge from naval_update
3 Days Ago
Easel better camera icon, Hide viewmodels when using easel camera, fix hotkey for easel camera
3 Days Ago
Adding ipush door gesture for v4 rig
3 Days Ago
updated idle speed of blendtree
3 Days Ago
Tests: add perf tests for TraceRaysUnsorted and TraceAllUnordered(radius == 0) At 128 rays perf is same, at 8k we get 25% faster without water checks/41% faster with water. Need to profile deeper if we get more wins Tests: ran the new tests
3 Days Ago
m92 animation update export
3 Days Ago
merge from main
3 Days Ago
Burst the rest of buoyancy, now the batched version is 2-3x faster than the original. Still missing some edge cases but its functional for boats.