145,499 Commits over 4,413 Days - 1.37cph!

22 Minutes Ago
Add "rentallrooms" to see performance impact of fully loaded apartment monument
45 Minutes Ago
Can only ADS item allowing ADS
55 Minutes Ago
integrate animation subsystem with 3p animator controller and dartboard
1 Hour Ago
Lets try fixing MacOS doing full rebuilds every time Fixed Lua state corruption Minor cleanups + whitespace cleanups Make loading screen dialog have static height again * Simpler, fixes a few issues, potentially helps that one guy who would "Style around the box" on their loading screen. Minor cleanups
1 Hour Ago
Added mask conditional meshes to hair sets
1 Hour Ago
Removed BoonieHat and MinersHat from DeformHair enum (both can use baseballcap) Added Mask option
1 Hour Ago
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2 Hours Ago
Lower skinnable paths when we update them during manifest generation, otherwise they log warnings about being slow to spawn.
2 Hours Ago
merge from main -> apartment_complex_monument
3 Hours Ago
Glass AR - lowpoly model update, material tweaks
3 Hours Ago
Attack anims only for melee items
3 Hours Ago
Added a cubemap to the skin viewer (based on craggy). The skin viewer viewmodel camera uses that instead of the ingame cubemap, so it works in the menu and the ingame realtime cubemap isnt used It also fixes some issues with some world models using material needing a cubemap
3 Hours Ago
NRE fixes when using viewmodels in the skin viewer
3 Hours Ago
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4 Hours Ago
Fixed note loot panel not saving typed text
5 Hours Ago
updating 3p jumping anims
5 Hours Ago
Disabled motion blur post process in player preview
5 Hours Ago
merge from main
5 Hours Ago
merge from lod_baker
5 Hours Ago
start on darts animation subsystem
6 Hours Ago
Add ProjectileModPartVisibility component which can be attached to BaseProjectile entities, can specify which parts of the worldmodel and viewmodel should be visible/invisible depending on what mods are attached Setup for sight rail on M16A2
6 Hours Ago
lod baker: write output textures as tga instead of png
6 Hours Ago
More hair conditional meshes
6 Hours Ago
Dont allocate a new hashset everytime we jump to a new point on the timeline
6 Hours Ago
industrial large furnace - reverted to a single collision material
6 Hours Ago
Stop every demo scrub from allocating a new BaseNetworkable list
Today
UI tweaks, added examine keybind text
Today
Bowless crossbow audio polishing and added sounds
Today
removed the material properties
Today
s2p on floating city scenes due to new mannequin changes
Today
MeshPaintController uses Pointer instead of Mouse when reading input, so it works with both mouses and pens
Today
Prefabbed up merged mannequin models, set up LODs and placeholder collision. Replaced old ones in Supplies Barge prefab.
Today
small apartment lods
Today
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Today
industrial electric furnace; - It will now illuminate the small light green when an item is actively smelting inside the electric furnace - When nothing is actively smelting, it will illuminate the small red light - Updated prefab
Today
merge from game_room_dlc
boomerang_model_dupe_fix -> main
Today
merge from main
Today
Settings pass on industrial torch
Prevent a duplicated Boomerang model (not functional) appearing on the ground if you're killed whilst its returning to you
Today
updated the collider for large furnace, added 3 material properties
Today
correct IO positions on industrial auto turret
Today
merge into main
Today
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Today
hooked up industirial auto turret shield lods to ent flag toggle for hiding when equipped with a bow
Today
Compile fix
Today
merge from main
Today
merge from oven_iscookingflag