201,189 Commits over 4,171 Days - 2.01cph!

Just Now
WIP on farm barge
7 Minutes Ago
Update protobuf deserialization of navdata
8 Minutes Ago
add bootleg ambient boost gradient to see if we can get some more ambient light at 7 am
10 Minutes Ago
fix clouds null ref outside play mode (introduced with demo timescale fix)
25 Minutes Ago
Fix compile errors
32 Minutes Ago
Fix query vis job runner not ignoring terrain holes.
33 Minutes Ago
Undo vphysics changes Limit static prop counts to save values for now Fixed regression in gmod_camera
36 Minutes Ago
Chandelier raise/lower interaction priotity logic
44 Minutes Ago
Rebase on current /main
45 Minutes Ago
Update: slightly more landscaping Tests: none, trivial changes
46 Minutes Ago
merge from main 128267
47 Minutes Ago
merge from projectiled_batched_demo_fix
48 Minutes Ago
merge from background_flickering_fix
48 Minutes Ago
merge from tutorial_video_fix_2
49 Minutes Ago
Merge from ./command_buffer_indirect because I'm stupid
50 Minutes Ago
Revert model importers and materials to the state they have on /main
50 Minutes Ago
merge from steaminventory_price_fix
51 Minutes Ago
merge from initial_description_fix/server_description_wait/server_logo_incorrect/connect_modal_nre_fix_2 (..to be continued)
53 Minutes Ago
(WIP) SIMD frustum culling implementation
52 Minutes Ago
merge from vanilla_techtree_fix
53 Minutes Ago
merge from vanilla_techtree_fix
57 Minutes Ago
Update: being brave and replacing an if-continue with an assert Tests: none, read through code to confirm it should hold
1 Hour Ago
Increase minimum considered graphics memory for texture streaming budget calculations to 8 GB. This should reduce blurryness on lower end GPUs, possibly at the cost of frame rate.
1 Hour Ago
reduce the amount of smoke, lower volume of sfx
1 Hour Ago
Increase minimum considered graphics memory for texture streaming budget calculations to 8 GB.
1 Hour Ago
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Merge from /main
1 Hour Ago
Merge from ./vram_budget
1 Hour Ago
Chandelier progress Prefab tweaks
1 Hour Ago
Added DisabledIf attribute for entity menus, for when you want to show a disabled interaction
1 Hour Ago
Update: start on BasePlayer.ConnectedPlayersUpdate - Inlined BasePlayer.ConnectedPlayerUpdate and cleaned up the styling - Annotated potential loops to optimize/offload - Removed dead IsReceivingSnapshot check Tests: none, trivial changes
1 Hour Ago
Merge from ./command_buffer_indirect
1 Hour Ago
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1 Hour Ago
Bugfix: Parallel ServerOcclusion - get rid of extra ShouldNetworkTo checks - Added a note explaining why we're not offloading network-cached children to worker threads Tehnically previous version added an extra check due to APIs being used - this brings it back in line with serial count. Tests: 2p session on craggy with UsePlayerUpdateJobs 2
1 Hour Ago
very weak angular drive spring on ceiling light so it can't rest weirdly but still tilts nicely
1 Hour Ago
lr300 animation update
2 Hours Ago
Properly break out of GetRules() if rules are null
2 Hours Ago
New, cleaner pipeline for setting server logos. Connect modal doesnt do anything. Fully handled by PlayerJoin system
3 Hours Ago
merge from bc_viewmodel_fixes/frontier_hatchet
3 Hours Ago
re-tuned BC on frontier_hatched_VM now that it's rendered in VM space rather than world - less jitter - actually moves in the right direction when spinning
3 Hours Ago
Consolidate market price error handling
3 Hours Ago
Fixed some items showing as marketable locked when they shouldn't
3 Hours Ago
corrected rotation delta rootmotionstrength modifier, was ivnerted
3 Hours Ago
Clean: simplify SendAsSnapshotWIthChildren - remove includeChildrensChildren - it was always set to true - remove the children null check - it's always created/set Tests: compiles in editor
3 Hours Ago
Update indirect instancing tools with new mesh r/w logic
3 Hours Ago
Connect modal: Ensure description is always cleared whilst we wait for the new one to arrive Add a spinner showing the description is still 'updating'
4 Hours Ago
String lights generation optimisations and refactoring Lights and batched mesh are culled Fixed changing graphics quality turning all string lights off
4 Hours Ago
Fix workbench tech trees in vanilla gamemode