125,848 Commits over 4,171 Days - 1.26cph!

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Update: UI_StoreTakeover - store paths instead of guids - ran Update Paths Our filesystem backends only work with paths, so GUIDs were useless. Tests: none, trivial change
9 Minutes Ago
Codegen
9 Minutes Ago
merge from main
12 Minutes Ago
Merge from vram_monitoring
19 Minutes Ago
security tower lods and collision. skeletonjail collision. fender lods converted to meshlod.
21 Minutes Ago
Prevent mip map discarding being enabled for texture streaming, as textures that should be in use are being discarded when they shouldn't be
29 Minutes Ago
merge from meta_shift
29 Minutes Ago
fixed launchsite crate wheelie on pipe LS s2p
31 Minutes Ago
made chainsaw vm idle anim longer
38 Minutes Ago
Updated Radtown loot spawns, T0 had more and sometimes better loot spawning when generating in t0, T0 nerfed - T3 buffed s2p
41 Minutes Ago
Update: UI_StoreTakeover - store GUIDs to referenced prefabs - Ran Update GUIDs on MenuUI2_Store same goal as before, try to dynamically load/unload store pages. Tests: In editor, opened Abyss store page
43 Minutes Ago
Merge from main
48 Minutes Ago
Chainsaw chain now moves in third person
50 Minutes Ago
meta_shift -> main - blueprint fragment baseline
50 Minutes Ago
merge from naval_update/deep_sea
50 Minutes Ago
meta_shift/loot -> meta_shift
50 Minutes Ago
Added DeepSeaFloatingCity component back to the floating city prefab Manifest
1 Hour Ago
Just used lock steering - players do this anyway Better steering tangent calculations (prevents slamming headfirst into walls as much)
1 Hour Ago
sail model and textures
1 Hour Ago
Update: Run "Update GUIDs" on all store overlay page prefabs Tests: loaded Abyss store page in Editor
1 Hour Ago
Update: UI_StoreItemOverlayPage - store GUIDs of textures - Added utility to fetch GUIDs from already assigned textures and saving to disk Getting ready to switch to guid resource tracking instead of relying on unity to always load textures Tests: Loaded into bootstrap scene in editor and opened Abyss store page
1 Hour Ago
merge from naval_update
1 Hour Ago
merge from naval_update/floating_cities
1 Hour Ago
Merge from ai_scientist_iteration
1 Hour Ago
floating city 1 s2p
1 Hour Ago
Merge from naval_update
1 Hour Ago
- Fix for third person attack hit not playing whilst crouching - Reload (unscrew cap) and chain pull sounds now play in third person - Move some visual update logic from OnFrameWhileHeld (local player only) to PostLateClientCycle
1 Hour Ago
PT_Boat -> naval_update
1 Hour Ago
Use unitask for async operations
1 Hour Ago
created a new material for the junkpiles that can be used on barges updated farm barge material overrides
1 Hour Ago
- Added more control over the emission blinking feature by adding a power that controls the sharpness of the blink, and min and max values for remapping the extents of the blink wave. - Renamed the Remap function in VolumeCloudBase to ClampRemap as it was causing conflicts with the new one in common as some shaders include both files, it also performs a clamp on the values, so this makes the name more specific.
1 Hour Ago
Adding updated climb and sky diving anims
2 Hours Ago
moved HeightMap and TopologyMap query jobs to be deterministic
2 Hours Ago
switched erosion jobs to FloatMode.Determinstic for cross-platform determinism with procgen (minimal performance impact in this case)
2 Hours Ago
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2 Hours Ago
Added two new plywood dressing variants for improv walkway kit
3 Hours Ago
merge from naval_update/deep_sea/cargoship
3 Hours Ago
Vehicle whitelist for deep sea portals Added a debug convar to ignore the whitelist for testing purposes
3 Hours Ago
Added empty Edit/finish editing menu options to the steering wheel. Godegen.
3 Hours Ago
s2p bluecard monuments airfield powerplant trainyard watertreatment
3 Hours Ago
burst update 1.8.18 -> 1.8.25
3 Hours Ago
added additive judding layer for when the vm chainsaw is switched on and edited 3p attack idle animation
3 Hours Ago
- Added a scroll velocity for the emission mask. - Made the emission mask UVs separate from the emission UVs.
4 Hours Ago
Wheel placement rotation
4 Hours Ago
pump shotgun animation updates
4 Hours Ago
floating city 2 initial idea layout
4 Hours Ago
Steering whell placement prefab setup
4 Hours Ago
merge from landmarkinfo_revert