242,377 Commits over 3,867 Days - 2.61cph!

48 Days Ago
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48 Days Ago
Fix wolf sight tracing to prey feet, often causing it to be blocked
48 Days Ago
Fix wolf hovering slightly above ground
48 Days Ago
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48 Days Ago
merge from empty_bind_fix
48 Days Ago
merge from world_model_scale_fix
48 Days Ago
merge from quit_mod_fix
48 Days Ago
Make new wolf DPS equivalent to the current one
48 Days Ago
Optimize FillDefaultsGenerated
48 Days Ago
merge from world_update_2
48 Days Ago
merge from main
48 Days Ago
Achievements overview page, limit sidebar achievement count
49 Days Ago
Leaderboard backup, run #13804
49 Days Ago
Reduced light extinction underwater Added directionalLightIntensityDepthMultiplier, adjusts the sun/moon light intensity based on the players underwater depth (to counteract the above extinction changes but still allow underwater light sources) Currently printing the current water depth every frame for testing
49 Days Ago
Save scene
49 Days Ago
Bandit town spawn radius edits
49 Days Ago
ScientistSpawnPoint prefab revert to 2m
49 Days Ago
Trainyard spawn radius edits
49 Days Ago
Airfield spawn radius edits
49 Days Ago
Launch site spawn radius edits
49 Days Ago
Compound spawn edit
49 Days Ago
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49 Days Ago
Train tunnel station NPC spawn edit
49 Days Ago
Do soft TAA jitter and encode non-final texture to a softer color space so that TAA bbox is also softer Final cleanup, fix fog density, fix obsolete error
49 Days Ago
Some lightbinner cleanup, allow it to be used directly without the complex system that scenesystem wants VolumetricFogRenderer has it's own lightbinner outside of lightbinner pool, does lightbinning to fetch fog lights for the fog context only, fixes fog light settings not doing anything, deprecate LAYERFLAGS_NEEDS_FOG_CONTRIBUTING_LIGHTS since we don't need special code for that anymore Share dynamic shadow atlas if we have more than one lightbinner per view ( for example, fog ), fix volume fog no shadows option, cleanup unused shit Put fog mode in it's own category and add nice icons to them https://files.facepunch.com/sam/1b0611b1/zwd8qAJFu7.png These convars don't do anything or are redundant, some notes for tiled rendering in the future Remove deprecated VR stuff for volumetric fog on rendering pipeline, note for Alex that we can just reproject the frame for eye 2 for cheap volumetric fog rendering, any crumbs will be stripped more when I remove clipmaps One lightbinner per volumetric fog rather than creating it every frame Start removing fog clipmap rendering, there are better ways to do this and it's massive Disable clipmaps on managed code, clean up shader code Remove VR-specific frustum stuff from volumetric fog Get rid of redundant data Separate two passes cleanly, remove accumulation TAA, we'll do a proper big pants one TAA stub Fancy volumetric fog taa, move what was on integration step to previous pass, so this has pretty much the same cost and memory footprint as previously but much higher quality Proper fog TAA with ping-ponging accumulation textures Iterate fog denoising Do soft TAA jitter and encode non-final texture to a softer color space so that TAA bbox is also softer Final cleanup, fix fog density, fix obsolete error
49 Days Ago
Reworked invisible npc shopkeeper init process so we can diasble the vending machine collider when the attached NPC is dead Resolves a few issues, most notably the ragdoll of killed water well shopkeepers behaving incorrectly (because they were spawning inside a collider)
49 Days Ago
Don't use strong handle here, just temporarily increment refcount, I don't trust using strong handle here
49 Days Ago
Removed a loading platform renderer in outpost that wasn't part of a LOD Converted all of the glue decals to MeshLODs for memory savings and allows them to be included in the HLOD disable list HLOD and S2P outpost
49 Days Ago
Fix error texture spam when calling ClearUnorderedAccessViewUint, created texture needs to be put into a strong handle so refcount isn't zero
49 Days Ago
Fixed selected creative grade not being consistent across all grades, now uses the order of the foundation block
49 Days Ago
Delete ParticleIKFix script, not used and has been replaced by better solutions
49 Days Ago
Allow the static team ids in ESPPlayerInfo to be run from server (eg. GreenTeamId, RedTeamId, BlueTeamId, etc)
49 Days Ago
Arctic base edits
49 Days Ago
Set BaseSpawnPoint playerCheckMargin default to 2, which was the old const value.
49 Days Ago
Fix NRE when an empty string is bound to an input
49 Days Ago
Merge main -> SpawnMargins
49 Days Ago
Fixed some world models getting spawned at the incorrect scale (scale at prefab level isn't respected by gameManager.CreatePrefab, manually apply scale after spawning)
49 Days Ago
Closed collision gaps at the back of the armoured passenger module
49 Days Ago
Fixed mods calling ConVar.global.quit(null) failing due to the new argument check
49 Days Ago
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49 Days Ago
Fix exception in CCameraRenderer::RenderToLayer
49 Days Ago
convar_directory_folders -> main
49 Days Ago
helicopter_keep_damaged_fx -> main
49 Days Ago
timed_explosive_fx_follow_orientation -> main
49 Days Ago
Add prediction to SetValue too Handle backend exceptions add http caching Fix favourites page NRE
49 Days Ago
Should fix tiles being square above 1080p
49 Days Ago
Fix log saying stat instead of achievement Created/Updated columns for Achievement Achievement overview page Fix header avatar size
49 Days Ago
Fix GameTiles not fitting properly in Games page and Org Modal
49 Days Ago
fix INetworkSerializable errors
49 Days Ago
Fix compile error Limit total package score to 1000 max