145,658 Commits over 4,413 Days - 1.38cph!

13 Minutes Ago
Merge from ide_warnings_fix
13 Minutes Ago
Fix some compiler warnings being flagged as errors in the IDE
21 Minutes Ago
merge from skinviewer_viewmodel
39 Minutes Ago
Fixed cart button drawing on top of fullscreen skin viewer
39 Minutes Ago
- Give oil dispenser at dome option to only function with an online powergrid, enabled and ran S2P - Ensure all powergrid connected entities receive an initial state refresh upon being spawned
1 Hour Ago
Updated 3p sap anims
1 Hour Ago
Update: Add PlayerModelBenchmarkScene.UseRandomAnims - spawns players with different model states - add a run per lod level with anims (bringing total to 12) In theory should break batching/reuse, but results are a bit too similar(editor overhead?) Tests: ran the scene
1 Hour Ago
update protobufs for multiplayer support
1 Hour Ago
merge from main
1 Hour Ago
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1 Hour Ago
updated BDU shirt fbx to fix clipping with vests. Added conditional meshes to prefabs.
2 Hours Ago
preparing for multiplayer darts setup: convert darts game controller to interface, move + rename controller to singleplayer darts controller and implrement interface
2 Hours Ago
Updating skinning for male underwear
2 Hours Ago
Swapped the RPG viewmodel first ammo prefab so it shows the right one in the skin viewer
3 Hours Ago
tweaked alpha cutouff value on industrial torch materials, remove top lod from world model (entity) and added burst cloth to lod 1 (now lod 0)
3 Hours Ago
Fixed custom lighting staying enabled on top of vm lighting
3 Hours Ago
Update: define player spawning via desired lod level rather than manually placing them Code lifted from editor gives results that don't land on the LOD boundary, but it still fits in the lod level. Tests: checked triangle counts for every lod level, it falls as expected for every stage
3 Hours Ago
Communal areas progress and some new textures
3 Hours Ago
Skin viewer refactoring, moved the input controls to UI_FullscreenSkinViewer Cleanup
3 Hours Ago
merge from fix_hemp_collectable_wind -> main
3 Hours Ago
update apartment_complex_monument/prototype
3 Hours Ago
adjusted torch BC controller position for better rotation adjustments
3 Hours Ago
merge from main -> apartment_complex_monument
3 Hours Ago
Fixed missing face from Rentable Shop F exterior
4 Hours Ago
cherry pick 149555 - BC simulation frame delta fixes
4 Hours Ago
m16a2 textures update
4 Hours Ago
BC pass on the industrial torch VM
4 Hours Ago
Bugfix: convert bench durations from 120frames to 1s Seems to accumulate more data from ProfilingRecorders, but it's sample count doesn't follow linear extrapolation. Weird. Tests: ran the bench scene
4 Hours Ago
4 Hours Ago
SetupPass: supply global_MainLightingAtten for particle/billboard shading
4 Hours Ago
Merge from parent
4 Hours Ago
Merge fixes
5 Hours Ago
Cleanup Make sure its explicitly named/works with only parents Parenting doesnt allow to mountables all the time so going down a pure parenting route catches the cases we need
5 Hours Ago
Merge from main
5 Hours Ago
edited 3p jump anims
5 Hours Ago
Update: rename Perf.PlayerModel scene into PlayerModelBenchmark - Purged it of original setup, instead controlled by a script New bench script spawns 100 nakeds at various LOD levels and measures rendering stats Tests: ran benchmark scene
5 Hours Ago
Fix broken meta file for blue noise 64px, 38
5 Hours Ago
Merge from main
5 Hours Ago
Merge from main
5 Hours Ago
Merge from ioeditor_fix
5 Hours Ago
Fix IO editor GUI consuming all input in Unity 6 Fixes not being able to use right-click to move camera in scene view whilst this GUI is active
5 Hours Ago
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5 Hours Ago
Static mannequin work - LOD3 redo, LOD3 bake and material, cleanup, renamed store mannequin material to be clearer
5 Hours Ago
merge from main
5 Hours Ago
fixed auto turret gibs not inherting skinned material
5 Hours Ago
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6 Hours Ago
merge from main
6 Hours Ago
merge from main
6 Hours Ago
merge from main