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138,450 Commits over 4,505 Days - 1.28cph!

44 Minutes Ago
merge from main
Large crashed train station progress
Today
Merge from nexus_fixes
Today
Updated Facepunch.Nexus, all player IDs are now ulong instead of strings
Today
wip scrap king textures
Yesterday
apply prefab to scene, S2P Gas Station
Yesterday
fix gas station better loot spawns not respawning after server restart
Yesterday
Water Treatment Plant Maintainables Rework (from helk feedback) - each wheel turned fully adds 180 pressure, which is now equivalent to 3 hours of water flow - max pressure of the tank increased to 360, decay changed to 1/minute - water output per minute scales linearly with pressure in the tank, from 0 to a ConVar configurable amount (default 1020/minute at full pressure) - when pressure falls to 0, water flow stops and the water in the pipes begins to evaporate at a rate of 200/minute - (WIP) number roughly balance out to a fully pressurized water pipe being 2x as good as a freshwater pump, including IO push/autofilling numbers
Yesterday
Added pop cap sounds and hooked up, adjusted 3p throw events
Yesterday
wip scrap king building skin - initial setup, materials, textures, test blocks
Yesterday
Added cap world model (in case we decide to add it to the left hand)
Yesterday
Renamed the flare folder from 'FlareOld' to 'Flare' (groundbreaking stuff and will probably break the internet)
Yesterday
removed animator from .weapon prefab
Yesterday
Deleted old materials/model/rig/anim files - Moved materials/model/rig/anim files to the original folder - Deleted 'New' folder
Yesterday
latest glass ar admire anim exported
Yesterday
updated events so flare appears more realistically back in hand in 3p
Yesterday
puzzle setup, placed doors, started splitting up stations into rooms
Yesterday
Fixed glitch
Yesterday
fix ADS jitter with the shield on your back
Yesterday
Taper and fade the last few seconds of satellite trail right before impact so that the trail looks nicer/more natural while it hangs around post-impact.
Yesterday
snow machine, discoball, strobe light and drone now proper have world models LOD0 optimised to be cheaper than burlap sack
Yesterday
- added jellyfish test assets
Yesterday
Small room i lookdeving
Yesterday
Debug overlay
Yesterday
- added seagull asset for testing
Yesterday
Fixed a spelling mistake in the SpatialBiomeFogCamera's CommandBufferDesc name
Yesterday
Added names for all CommandBufferDesc instances
Yesterday
removed unused random rooms (broken links), added doors and puzzles to medium and small stations
Yesterday
Use a NativeArray for lightShadowData
Yesterday
- added frog store asset for testing.
Yesterday
Added a way to name command buffers that are handled via the CommandBufferManager instead of just having a random hash at the end, this should make it easier to debug issues with command buffers that cause warnings or errors
Yesterday
Add two PoolAnalyzerGetWrapper
Yesterday
Continuing lookdev/theme exploration in small random rooms w/ set dressing. Added spawner scripts to ones so far.
Yesterday
Fix swing seats marking attackers hostile
Yesterday
Made anim effect test a bit stricter, found 8 more cases that would warn ingame Slightly less trivial to fix, for example C4 reuses satchel animations but doesn't have a throw effect, but can't get rid of it since satchel charge needs it Fixed by adding new ignoreInheritedEffectEvents in AnimationEvents, any effects added there will be ignored All tests pass
Yesterday
Fix held entity sprint modifier NREs
Yesterday
Fixed the issue where the night vision goggles would appear black with shadow caching enabled
Yesterday
cherry picking from single shot world model
Yesterday
cherry picking from door key world model 2
Yesterday
cherry picking from door key world model
Yesterday
cherry picking from fog machine world model 2
Yesterday
cherry picking from fog machine world model
Yesterday
cherry picking from fishing tackle world models
Yesterday
cherry picking from small spike world models 2
Yesterday
cherry picking from small spike world models
Yesterday
cherry picking from weapon rack world models 2
Yesterday
cherry picking from weapon rack world models
Yesterday
cherry picking from small spikes worldmodel
Yesterday
cherry picking from tincan alarm and floor spikes worldmodel
Yesterday
Updated the LightingPass and Shadows to use the new RenderGraph API