129,526 Commits over 4,201 Days - 1.28cph!

Just Now
added halloween wallpaper store icons and hooked up to wallpaper skin assets. We will need to fix in-game icons at another date
28 Minutes Ago
corrected convar bounds
30 Minutes Ago
corrected physics bounds
44 Minutes Ago
Rewrite how labels are set in ItemDefinition DoPrepare. No differences in the results, wasnt broken before, just less potential calls to the asset database
47 Minutes Ago
merge from main
1 Hour Ago
merge from rpg_skin
1 Hour Ago
merge from naval_update
1 Hour Ago
Turned off sRGB on some floating cities related AO textures, downsized some maps that didn't need to be 2k. Removed obsolete temp textures. Added some ladders around FC1 and FC2 to improve water exit. Removed a few chairs from floating walkways and barges to help with perf. Ran S2P on FC1 and FC2.
1 Hour Ago
Cache entity types list and reuse instead of redoing it every time
1 Hour Ago
item description pass
1 Hour Ago
Rpg7 viewmodel - Reduced ironsight curve to re-frame ADS and take up same screen space in ADS as base RPG - Includes base projectile update script with crosshair options - Set crosshair to be visible when in ADS
2 Hours Ago
Merge from parent
3 Hours Ago
Updating paintball block out rig
6 Hours Ago
CullingVolume will no longer make a box collider if it already has a collider and that collider is marked as a trigger (allowing non box shapes to be used)
6 Hours Ago
Merge from fog_fixes
Today
Fixed some awkward interactions with the underground layer controller and deep sea toggle
Today
Refactored fog of war into two separate sets of fog - mainland and deep sea This solves the hardcore mode and deep sea not coexisting as they both tried to write into the same fog images Re-enabled opening the map in hardcore/deep sea Added new server.deepseafogofwar convar, defaults to true on all game modes
Today
merge from fix_portal_clamping -> naval_update
Today
Fixed deep sea fog not working on death screen correctly Fixed fog not calculating while in deep sea until the player opens the map at least once Possibly fixed fog revealing a couple of pixels on the other side of the world
Today
initial potentially better implementation of screen-space/contact shadows, doesn't work yet
Today
Handle FoliageSpawns recreating in deepsea Don't stomp activeTerrains when recreating foliage buffers Fix incorrect terrain size in tropical3 prefab
Today
Clamp position to the output portal when teleporting to and from the deep sea - primarily fixes running enterdeepsea causing you to teleported to middle of deep sea because it didn't clamp the distance from portal
Today
Merge from parent
System uses burst cloth instead of unity physics Set up generic circle charm with burst cloth
Today
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Baseline from hackweek prototype
Today
Merge from map_work
Today
Merge from small_ramp
Today
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Today
merge from optimize_reduce_dynamic_occlusion -> main
Today
Remove the IsEntityDynamic() override in CookingWorkbenchBBQ because that is not the normal BBQ :( - don't worry about normal bbq anyways, it was already static and seemed to work fine with occlusion
Today
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Today
Paintball Gun - updated blockout mesh after animation feedback
Today
Null check playable graph when setting animator controller
Today
merge from playable_fixes
Today
Add HideZeroWeightEdges toggle to playable graph tooling to make it easier to inspect bloated 100+ node graphs.
Today
Merge from boat_building
Today
Merge from health_rework
Today
Fixes
scientist_boat_fixes_3 -> naval_update
Drop rhib group spawn count from 12 to 7: 15 less scientist rhibs will spawn as a result.
Today
Projectiles
scientist_boat_fixes_3 -> naval_update
Add support for different crosshair modes on projectile weapons. Always show, or only show under conditions: - Standard - ^ + when aiming - ^ + when reloading - Always
Today
merge from buoyancy_deepunderwater_fix
Today
only handle deep underwater check outside of TerrainMeta bounds when not inside deepsea
Today
Fix playable graph IK issues
scientist_boat_fixes_3 -> naval_update