199,302 Commits over 4,140 Days - 2.01cph!

25 Minutes Ago
Premium icon doesnt use global mip map limits
1 Hour Ago
New scene2prefab flatten hierarchy logic that actually flattens things
4 Hours Ago
Fixed orientation breaking bits of it.
4 Hours Ago
▋▆▄▉▋▅▋ █▅▄▆▆▄ █▆█ █▉▋█▌▍▆▅▍ ▉▍ █▇▄▍▅▉▉▋ ▇▄▌▉▌.
4 Hours Ago
merge from main
4 Hours Ago
merge from new_menu
4 Hours Ago
Added store static grids system, converted all the store static grids Refresh store on checkout Minor fixes
5 Hours Ago
Let's actually aim the pistol muzzle flash outwards. Other minor tweaks.
Today
Set generic popup ui escape capture as inserts Cart escape fixed too
Today
Fixed skin viewer drawing on top of inventory modals Added a timer to delete and crafting warning popups Added an insert setting to UIEscapeCapture
Today
Fixed editor perf issue with UI blur material
Yesterday
Restored sofa and retro toolcupboard store page assets
Yesterday
Store analytics, added sources on all item grids
Yesterday
Update FGD - light properties descriptions Merge Hammer .tga spew names from x86-64 albedo.tga -> hammer_rt_albedo.tga
Yesterday
Restored sofa store assets
Yesterday
don't interpolate atmosphere density stuff when live editing
Yesterday
Added store.printGeneralStore
Yesterday
More decal fixes Beersplash. blood and alienflesh decals Fix Impact.Sand not working correctly when applied to models Clamp T/S on model decal textures that we override This fixes decals repeating a million times on some models, going outside of their bounds. Try to mitigate glass impact having green tint on models when stacked Fixed the rest of decals from Paint tool not working, or working poorly
Yesterday
Rework how automatic workshop captures are taken, now pilots camera around the scene and takes screenshots using Screenshot.cs
Yesterday
Chandelier - Added blockout models to deployable prefab
Yesterday
merge from main
Yesterday
▊▊▋ ▇▊▌▋ ▌▉▇▌▉▄▇▍▇▆▊ ▍▅▄▋ ▇▍▅▍▄█ ▇▋▆▉▌.
Yesterday
▅█▄▅▆▍ ▆▇▇▄▅▌▇ ▌▆▋▌▍
Yesterday
Let backpack weapons be buried after a backpack despawns, maintain item condition when digging the item back out, fix ownership not being set, handle duplicate expiry times.
Yesterday
Restored missing video miniature in store pages
Yesterday
Wider scroll hitbox for the general store
Yesterday
merge from new_menu
Yesterday
Fixed a typo in the store search menu
Yesterday
make cloud haze configurable completely separately from atmosphere fog
Yesterday
Updated discord logo compression
Yesterday
Add a direct link to the changelog on news
Yesterday
Fixed some minor animation issues with the general store tab nav
Yesterday
3p mp5 anims updated so finger presses the trigger on shoot
Yesterday
Removing custom spine offset on spear gun
Yesterday
setup mp5 3p anims,entity and and override controller
Yesterday
- Fix scientist staring at walls as if they were taking a leak when patrolling - Make sure scientists are always limited by a turning speed, and can't snap turn
Yesterday
Fix NRE with parsing new noticies (remove al the account json crap we dont need anymore)
Yesterday
new_menu -> main
Yesterday
Merge: from benchmarking_update - Cleanup of obsolete EffectsBenchmark - Editor-only DemoBuildingsViewer supports user modification of scene, scene export and import into scene - Bugfix for infinite load loop in benchmarking flow Tests: used the DemoBuildingsViewer to modify and export couple bases, built standalone client to run BaseRaidBench
Yesterday
Setting up 3p spear gun anims, entity and override controller
Yesterday
Merge: from main
Yesterday
Setup in game notifications system to grab notifications from the new server list Allows us to push custom notifications to clients purely from the web and totally seperate from the build
Yesterday
Updated general store sub navigation, much better
Yesterday
Main cam contrast thing. Vcloud clear shape tweaks.
Yesterday
▉▋▌▉█▆▊ ▇▅█▍▉▉▇▄▉▍ ▌▆▋█ ▅▌▉▉▉▌▋▍▍▇ (█▄▅▆▌▊▋▍▄▋-▍▄█▉)
Yesterday
Vizdev test FBXs for floating food market
Yesterday
Bugfix: fix infinite loading loop when running benchmarks Caused by us hiding the loading screen and then loading monument scenes, which would leave them in limbo Tests: ran the benchmark flow in editor and standalone client
Yesterday
more media, go through
Yesterday
add the rest of that last commit
Yesterday
mip map all store images, rename everything for consistency