197,431 Commits over 4,110 Days - 2.00cph!

Today
Arctic value compensation for new haze falloff curve.
Merge from /compass
Today
merge from new_menu
Today
TMP soft mask shader added to always included shaders
Today
Cloud depth and brightness enhancements on clear.
Yesterday
Added takeover system for steam inventory items
Yesterday
Yesterday
Fix attempt for the missing photoseizure warning text on bootstrap in builds
Yesterday
merge from indirect_instancing
Yesterday
native libraries
Yesterday
- Found a way to unity instance adding/removal code under InstancedLODComponent. This is starting to look very solid now. - Started extending BufferList to work with Span<T> - Added ArrayPoolBufferList as an experiment
Yesterday
Subtract 124593 - dont need it
Yesterday
merge from new_menu
Yesterday
Updated SoftMask
Yesterday
merge from fogmethod1
Yesterday
scrap_heli_gibs_fix -> main
Yesterday
Make the base mesh readable and try that
Yesterday
Temperate twilight adjusted for new haze falloff.
Yesterday
merge from fogmethod1
Yesterday
Clear improvements.
Yesterday
patrol_heli_revision_2 -> main
Yesterday
Increase visibility of flee marker and path (again)
Yesterday
merge from party_system -> main
Yesterday
Show party leader icon beside the leader in the party - use callback to detect right when party owner has changed - expose party leader via IFriend (can make new interface in future)
Yesterday
Clear cloud brightness fuckery
Yesterday
Apply FCVAR_CHEAT to r_pixelfog Minor cleanups Fix missing Trails undo message localization
Yesterday
Jungle tint improvs.
Yesterday
Atmosphere improvements.
Yesterday
new token for frontier gate so it doesnt have the same description as the wooden one
Yesterday
Pilot Codelock - Model, materials, WIP textures
Yesterday
Update: TestLineOfSightBatched A lil cheeky 44k raycasts test. Missing the actual batched query impl. Tests: ran the test - failing as expected
Yesterday
merge from new_menu
Yesterday
Steam inventory warning popup is opened once when attempting your first breakdown Added confirmation popup when breaking down an item Twitch drop deletion now using the red confirmation popup
Yesterday
cached native allocations, batched projectiles now save between 30% - 50% of the runtime compared to serialized in performance tests (gains increase with projectile count)
Yesterday
merge from indirect_instancing
Yesterday
Fix compilation error about RecordUnsupportedMaterial
Yesterday
fix native library issue
Yesterday
Encode spherical harmonics directional occlusion (SHDO) into gbuffer for proper shadowing on direct lighting (directional light only), use alpha testing and multi hit backface raycasting in SH baker to better represent foliage shadowing, blend between shadows and SHDO when reaching max shadow range, and use TOD sun direction for SHDO calculation
Yesterday
Blend layers on floating walkway kit WIP. Float script on kit as well but some issues present with transforms (WIP too)
Yesterday
Cannon whitebox deployabke
Yesterday
Recently helicopter will restrict how far it goes on patrols
Yesterday
Update: GamePhysics tests - move box grid creation to individual tests Avoids polluting the world for other tests(problem for LineOfSightBatched) Tests: ran the updated unit tests
Yesterday
Initial setup of Tugboat horn
Yesterday
Update: GamePhysics tests - spawn ignore volumes per tests Tests: ran the 3 affected tests - they pass
Yesterday
Merge from deployable_cannon
Yesterday
Flip default anchor rotation so it's easier to place at edges
Yesterday
cannon scale blockout
Yesterday
Initial setup of anchor as deployable.
Yesterday
Fix windows server console lagging server when spamming console (usually with errors) - buffer log messages in ConcurrentQueue and write to console on a separate thread - redraw input and status messages on that same thread - Unity logging is still slowish but improves windows console stalling the server when logging is spammed Add 'console_spam' command to forcibly spam the server console with text
Yesterday
multiple significant fixes to GameTrace, new Projectile and GameTrace tests are passing but seeing a slight differences in projectile counts with performance test that's indicating some untested edgecases