138,731 Commits over 4,352 Days - 1.33cph!

31 Minutes Ago
Atmosphere & triggers.
51 Minutes Ago
Final lighting sans atmos volume & culler.
54 Minutes Ago
Zeroed the transmission on this potted plant, because I keep seeing it bleed ambient in interiors. Emission texture tweak.
1 Hour Ago
These static candles shouldn't be shadowcasting like that.
Today
Lighting prefab.
Today
Fixed all kinds of whackery with industrial.ceiling.lamp.on.prefab
Today
Lighthouse lighting prefab V2 (not applied)
Yesterday
Some movements improvements: smoothed steering input, speed based lateral damping and gait auto promote Also added a rough noclip command so I can move around the gym easily
Yesterday
merge from deepsea_fixes
Yesterday
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Yesterday
Implement indirect instancing profiling module to record debug data, needs .debug to be active atm.
Yesterday
Add convar to tweak radius of the vision occluding ball generated by smokes for NPCs
Yesterday
Apartment complex b progress
Yesterday
mesh.Begin throws errors with invalid primitive counts Fixed a crash with func_button and Sandbox drive system Lets try making r_radiosity default to 4 again Add some sanity checks to map loading
Yesterday
Update: shifting job dependency downstream Tests: none, trivial change
Yesterday
Update: added AntiHack.AreSpeeding - (almost) fully jobbified version of IsSpeeding Only active with UsePlayerUpdateJobs 3. Needs unit tests, will do that later. Tests: booted on craggy with UsePlayerUpdateJobs 3 and ran around.
Yesterday
no more LINQ, added TimeWarnings
Yesterday
Baseline, added RidableHorse2 prefab and skeleton
Yesterday
Buildfix: type missmatch Tests: editor compiles
Yesterday
updating component box performance pass
Yesterday
Update: add BasePlayerJobs.CalcPlayerSpeedJob Tests: none
Yesterday
Update: add ScatterValueToJob utility job Tests: none
Yesterday
Update: add TerrainHeightMap.GetNormalsIndirect Tests: none
Yesterday
server_browser_phrase_fix -> main
Yesterday
Remove unused phrases
Yesterday
Fix a bunch of missing tags on the map creator
Yesterday
merge from main
Yesterday
merge from deepsea_fixes
Yesterday
Changed world.drawbounds to only send ddraw to the player running the command
Yesterday
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Yesterday
Buildfix: fix up missed renames Tests: unity compiles
Yesterday
Add some invalid handle checks to shadow rendering
Yesterday
merge cannon_fuseburn to main
Yesterday
Remove exit time between reload -> reloaded state in cannon barrel
Yesterday
merge from deepsea_fixes
Yesterday
Prevent tutorial islands from destroying deep sea portals when closing 🙃
Yesterday
exported updated helicopter reardoor idle anim
Yesterday
Update: AntiHack now track it's own persistent cache of player states - base player internals redirect to the cache when jobs 3 is set Gets synced when player enters and leaves player cache (even if they're disconnecting). This allows us to change jobs level without mesing up player state. Tests: none, WIP
Yesterday
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Yesterday
update from main
Yesterday
Fix cannon aim jitter on high ping when reloading and lighting the fuse
Yesterday
Update: Gather more player state for Jobs3 work - rewrite how we add to/remove from PlayerCache to add custom handling for specific systems (needed for AntiHack) Tests: none
2 Days Ago
exported horse animations and rig
2 Days Ago
boat_highspeed_parenting_fix -> main
2 Days Ago
merge from /indirect_instancing
2 Days Ago
Stop high speed dismounting throwing you from your player made boat
2 Days Ago
merge from main
2 Days Ago
Merge from turret_paintball_fixes
2 Days Ago
resolve conflicts
2 Days Ago
merge from main