201,998 Commits over 4,171 Days - 2.02cph!

5 Hours Ago
Fixed SteamInventoryGen breaking when an item is missing its description
5 Hours Ago
Fixed sled_xmas skin missing its name and desc
5 Hours Ago
merge from steaminventorygen_loc_fix
5 Hours Ago
beanbag alternate material setup and made them skins of the chair
6 Hours Ago
Compile fix
6 Hours Ago
merge from deep_sea/collider_debug -> deep_sea
6 Hours Ago
Add `print_colliders_per_prefab` - will print out the breakdown of colliders for each type of entity - can optionally supply a numeric cell id to breakdown colliders per entity only inside that certain broadphase cell
Today
Tripod models and colliders set to Deployed layer
Today
merge from naval_update/deep_sea/radiation
Today
Add `print_colliders` command to print the number of colliders inside each physx broadphase cell
Today
Wider rad volumes, removed a log
Today
TerrainMeta GetHeight returns the correct deep sea values in the pos is within the deap see bounds, fixing the issue where the ocean didn’t extend down far enough Moved up the bottom collider to match the deep sea seabed height
Today
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Today
fix feet showing through mannequin, impact effects blood -> wood
Today
Added rad volumes at the edges of the deep sea
Today
Large Cozy Water Fountain A - Initial folder structure and simple placeholder model and material
Calculate a bunch of ray directions in the bow and stern of the boat Gives us some directions for steering behaviour
Today
Hanging bulbs pass.
Today
merge from generate_shorevector_optim
Today
Added mannequin poses, updated deployed
Today
Fixed AddLanguageFile NRE during bootstrap
Today
merge from bootstrap_translatenre_fix
Today
added indirect topology query job for normalized coordinates, improved TerrainWaterFlow from 11s to 900ms
Today
Chandelier - Added LODs, gibs, updated textures
Today
Fix not being able to stack C4s with different frequencies even after disabling RF
Today
viewmodel chainsaw update anims and anim controller edits
Today
Take into account decay.scale convar value when calculating upkeep time/cost in TC UI
Today
Cleanup TriggerRadiation, box shaped trigger now act like boxes instead of spheres Added falloff per axis for boxes Added debug.drawradiationzones (editor only)
Today
ItemModSwap respects max stack size (fixes getting overstacked fish meat when gutting with harvesting tea)
Today
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Today
adjusted spotlight tripod col shapes
Today
set the animation speed of pedals on the chandelier to be 2x faster
Today
▇▇▍▉▊▊▄▉▍ ▋█▋▄▊▊▉ ▊▍▌█▍▋▍ ▅▊█▉▆▇ ▋█▌ ▊▉▊█▌▋▍ ▌▊▄▊▅ ▆▊ ▇▋▇▇▍ ▍▋▍▋▉▇▌▌▅ ▅▌▆▅▆ ▉▄▉▄ ▆▊▌ ▍▄▌ ▌▄ (▌▍▍▄▋'▌ ▍▌▉▄▋▋▄ ▄▄▍▌▊▌▌█▌▊▊▌, ▋▄ ▊▄ ▍▋▄▍█▉▍ ▍▅▇▍▆)
Today
optimized shore vector generation - 1s without burst, 500ms with - added indirect WorldPosition/Radii topology query and splt up slowest part of the shore vector generation to make use of it
Today
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Today
merge hardcore_commands to main
Today
tripod col
Today
Fixed not being able to place barricades on sand dunes in giant excavator S2P excav, water well a, radtown
more_menu_fixes -> main
If premium is active dont show the default 5/15
more_menu_fixes -> main
Typos
Today
Add pooling to ghost ships
more_menu_fixes -> main
Generate phrases
Today
removed lods from tripod guide mesh
Today
spotlight tripod gibs and lods
Today
Merge: from steamfriends_pooling_leak - Bugfix for a pool leak of SteamFriends with open friend list or party management Tests: observed steam friends list in game + created a party of me, SteamFriends pool stayed constant.
Today
Bugfix: return SteamFriends to pool - separate out party processing to partyChanged from friendChanged loop to prevent use-after-free bugs Tests: observed steam friends list in game + created a party of me, SteamFriends pool stayed constant.