141,147 Commits over 4,383 Days - 1.34cph!

Today
exported latest crossbow bowless viewmodel  anims
Today
Bowless Crossbow - updated worldmodel LODs to match the base crossbow
Today
Added machete sounds and butcher knife inventory sounds
Today
creating crossbow bowless viewmodel  anims
Today
added workbench tier 1/2 reinforced upgrades textures/materials + LODs (gibs still need to be made)
Today
DDraw.Arrow passes distanceFade and zTest params to the Line() call correctly (was just repsected by the arrow head)
Today
basis for bridge generation, just finding bridge segments on road paths and breaking down into entry/middle/exit sections
Today
Bugfix: when exporting a snapshot from recorder scopes skip fast-forward logic to 0 callstack depth Tests: recorded coroutine, was able to see all 3 log calls (before yield, after 1st yield and before yield break). But something's corrupting memory for subsequent perfsnapshots
Today
Added support for interleaved cached shadow rendering and added a new set of convars for controlling shadow caching settings
merge from playerrigupdate2
Today
Merge: from serverprofiler_recordscope_pause Need it for experiments with profiling coroutines
Today
Hook up mortar to overlay, setup pitch/yaw rotation on mortar, fix not being able to get close to the mortar because of old colliders, fix pitch clamp to match mortar angles 0-45. Start cleaning up and removing a lot of objects from the old prefab.
Today
Add a generic overlay to use with mortar's distance text - basically just binocular overlay without the scope.
Today
shorten io info text for scaling issues
Visibility on heavyplate jacket and pants
Today
merge from waterwheel_headbob
Today
fix error rendering reflection probe when vclouds were disabled
Reposed heavyplate jacket, gauntlets and pants, added tshirt and trousers
Today
made ProceduralMapRoadSimple usabel
Today
storing "point types" in PathInterpolator to let per-usecase definitions of types along path points - initially only having circular road ring define some path types for BridgeExitEntry and BridgeSegment to have it sit above water instead of bringing terrain up to it
Today
kiosk shop sign lods and view distances/resolution for painting
Today
Bugfix: prevent taking perfsnapshots if a recorder scope is currently active and vice versa - also fix recorder triggering NREs because it tries to run perfsnapshot code Tests: ran profiler scope spanning multiple frames. Checked output, it's not making sense, investigating deeper
Today
Added support for variable frame rate shadows based on distance from the light to the camera
Today
Merge: from main
Today
Fixed offset on male socket of floor frame grill
Today
Fixed server map not showing in connect modal
Today
Fixed friend text size in session modal Cleaned up icon submeshes too
Today
Copying something in the server admin player panel only copies the value
Yesterday
Codegen
Yesterday
aniso and texture filtering import options, fixed inconsistent use of trilinear filtering
Yesterday
Pooling support
Yesterday
Bowless Crossbow - weapon rack positions, icon
Yesterday
Adding bowless cross bow world model rig
Yesterday
Bowless Crossbow - updated worldmodel missing small parts
Yesterday
Bowless Crossbow - updated worldmodel
Yesterday
Shadow caching now works with spot lights
Yesterday
Delete test item
Yesterday
Make sure loadouts are refreshed when connecting to a new server New or removed loadouts also mark the window as dirty for all admins
Yesterday
Added "Reduce Startup Yield Times" setting to editor playmode speed-ups section (defaults off). Switches the 9 Bootstrap yield 0.1s for 0.01 when running in the editor. Saves 0.8 secs for editor bootups.
Yesterday
▅ █▋▄▆▌ ▊▌▅▆ ▍▉▇█
Yesterday
temp gibs
Yesterday
Add satellite specific explosion (temp)
Yesterday
Search bars only capture escape if they are selected and have content
Yesterday
Increase move/spin speeds
Yesterday
Add some very temporary VFX
Yesterday
▍▄▅▇▉▌ ▄▋▅▇ ▄▇▌▆ ▌▆█▆▅▋▄▄ ▌▇▉▄▇▄▌█▍▊▉ ▉▆▋▅ ▉▍▊▍▉ ▊▍▉▅ ▌▌ ▌▋▇▋▍█▋▌ ▆▌ ▌▉█▍▍
Yesterday
▍█▋▍▊▅ ▅▋▍▉ ▊▋█▆
Yesterday
Merge from main
Yesterday
Merge from main
Yesterday
New PipeMeshGroupManager, supports merging multiple IO pipes into a single mesh for better performance Uses the same underlying job system to generate the mesh, just at a bigger scale