130,974 Commits over 4,232 Days - 1.29cph!

10 Minutes Ago
Add a network graph
11 Minutes Ago
Setting up EngineUI2_DeveloperTools prefab
15 Minutes Ago
Implemented a simplified version of the ball pit physics in a test scene
24 Minutes Ago
Auto auth player on placing steering wheel
27 Minutes Ago
console tools
38 Minutes Ago
1 Hour Ago
Burlap shirt repose/lods
1 Hour Ago
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1 Hour Ago
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1 Hour Ago
plastic please
1 Hour Ago
Renamed the prefabs
1 Hour Ago
easel lods
1 Hour Ago
Fix for texture issue on 3p m15
1 Hour Ago
Add Invoke<T>, Invoke<T1,T2>, InvokeRepeatingWithHandle to use InvokeHandler without allocating garbage
2 Hours Ago
WIP code, parameters, setup
3 Hours Ago
handle client physics tick and interpolation in custom PlayerLoopSubsystems inserted to run after their respective default scene's ticks
3 Hours Ago
Console Info Panel
3 Hours Ago
Merge from parent
3 Hours Ago
merge from automatedtesting
3 Hours Ago
Merge from parent
3 Hours Ago
Merge from parent
4 Hours Ago
new console items ui
4 Hours Ago
merge from SeparatePhysicsScenes
4 Hours Ago
That's all folks
4 Hours Ago
Almost done...
4 Hours Ago
Even more...
4 Hours Ago
More...
4 Hours Ago
More...
4 Hours Ago
Some more...
5 Hours Ago
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5 Hours Ago
merge from directional_foliage_displacement
5 Hours Ago
merge from puzzle_reset_hotfix
5 Hours Ago
merge from sort_fixes
5 Hours Ago
merge from fix_terrain_nametags
Today
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Today
Fix displacement clamping
Today
matrix optimized texture rez pass
Today
Uploading in multiple parts because plastic can't handle... multiple files
Today
Mark an additional 180 fbx's as non r/w - mostly viewmodel anims, some clothing and body parts
Today
Move non r/w meshes into the private content bundle for server builds, removing them from the build Saves 360mb of memory on a freshly booted server
Today
Merge from main
Today
Merge from main_merge_10_nov
Today
Protobuf, code gen, phrases
Today
Merge from main Fallback text merge on BaseEntity.Server and BasePlayer-Occlusion Stomp changes in generated files
Today
Compute heightmap into small height max map texture Separate terrain compute bounds into render bounds and camera bounds for shadow cull testing Consider shadow casting in terrain culling step using a raycast with max region height
Today
Merge from naval update
First draft of a network profiler. Featuring: - Simple packet stats - Advanced stats (entity name, packet size, timestamp etc) - Filtering via timestamp, name, type, direction, realms - Per entity bandwidth usage, showing how much % of the bandwidth is taken up by what packets
Today
Fixed storage adaptors losing half of their passthrough power when using the industrial output slot
Today
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