161,161 Commits over 4,597 Days - 1.46cph!

11 Minutes Ago
More performant light offset maybe.
13 Minutes Ago
Slightly reduced radius and fade of radtown to reduce overreach. Smoothed radtown blend and pulled it in slightly where it extended past the radius. S2P. Checked in procmap.
14 Minutes Ago
extended triangular prism splash damage bounds to grills and triangle hatches as well - slight adjustment to trianglular hatch bounds
18 Minutes Ago
merge from main
18 Minutes Ago
fixed scrap king building skin steam item sharing token with the building tier so it read "upgrade to scrap king" on the steam item
28 Minutes Ago
merge from main
33 Minutes Ago
Merge from main
42 Minutes Ago
Fixed NRE in PlayerBoat.UpdateWake after rejoining a server - boats destroyed by the disconnect level unload were never removed from the fx queue
43 Minutes Ago
Merge from snapping. Applying additional related fixes/changes from yesterday.
1 Hour Ago
Fix prefab syntax error
1 Hour Ago
merge from more_lod_optims
1 Hour Ago
Guard OnAncestorParentChangedClient NRE
1 Hour Ago
Removed LODs from UZI viewmodel
1 Hour Ago
Reduced tile size and terrain map size of jungle_ruins_d to reduce radius overhang and unused splats. Ran S2P. Reviewed changes in procmap.
1 Hour Ago
Merge from horse
3 Hours Ago
Merge from belt_select
3 Hours Ago
Merge from dpad_quickcraft
3 Hours Ago
Merge from parent
3 Hours Ago
Cleanup
3 Hours Ago
Rework belt select changes to support usable items
Rin
Today
merge from RichCrocPie
Rin
Today
merge from rhib_hand_fix
Rin
Today
merge from more_lod_optims
Rin
Today
merge from ptboat_leg_fix
Rin
Today
merge from boatgroup_oilrig_reduction
Rin
Today
merge from buildingblock_batching_fixes
Rin
Today
merge from turninplace_tuning
Today
merge from scrapking_batching_fix
Today
Redo the occlusion of apartment rooms - check the camera position of the player instead of relying on the occlusion culling system
Today
merge from base_occlusion -> main
Today
Codegen
Today
merge from base_occlusion -> main
Today
light sources on water w/ shadows, water also receives sun shadows now as well
Today
Fixed edge cases of the CH47 crate landing on top of the powerline pole at powerplant
Today
Fixed more blocks not batching - Jungle ramps, spiral, L and U stairs - Container roofl ines - Frontier square floor details
Today
Merge from splash_fx_fix
Today
Fixed buoyancy points never respecting the nextSplashTime interval Moved the interval to the parent Buoyancy component so it's shared between all points and lowered the minimum time between splash fx to 0.1 Fixes audio cutting out when driving through storms (starved audio decoders)
Today
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Today
Updated the test to catch more stuff
Fixed RHIB drivers reaching for nothing with their arms stretched out The pooled driver seat kept its cached RHIB when it was reused on another boat, so the hands went for the old boat's wheel
Today
Fixed adobe woodbeams not batching (forgot to add the RendererBatch when implementing wallpaper)
Today
Fixed the rest of the stuff not batching: - Crypt stairs and spiral landings - Adobe roof lines and low wall corners - Brick roofs - Twig roofs and roof lines - Brutalist triangle spiral landing
Today
Hook up -noTJuncsDetail to its internal variable Allow using strings as trace filters Remove / from file.Find results Block out workshop items of blocked Steam users * This mimics what Steam already does on the Steam Workshop website. Fixed PID_FILE not doing anytthing with srcds_run Add 6th opt argument to util.BlastDamage - damageType override Add "-condebug_filename" cmd switch to change console.log name Improve error handling of error() calls with non strings Build VVIS for Linux Linux 64bit client now fully compiles
Today
Merge from main
Today
viewmodel updates - tightened up fire anims - edited reload & bolt pulls to avoid clipping when using a scope - added a new deploy with stock so it can be played at correct speed - added sound events - set deploy stock in animator back to 1
Today
- scope attachment position update
Today
Fixed gingerbread building skin not batching at all
PT boat turrets: front turret uses the regular crosshair & wider front aimcone - less damage on both - Front 50cal guns: aimCone 0.2 -> 1 - Front and rear 50cal guns: damageScale 1 -> 0.75
give front pt boat turret the regular crosshair rather than a dot
Today
Fix line endings