224,262 Commits over 3,684 Days - 2.54cph!

23 Minutes Ago
Updated to scan for external moves and deletes
36 Minutes Ago
Typo fix
51 Minutes Ago
Merge from main
1 Hour Ago
exported rough 3p blunderbuster anim set and setting up blunder buster in unity
1 Hour Ago
added chippy box
1 Hour Ago
scaled down heads a lot, started on some lighting presets
1 Hour Ago
Make Component.Reset() reset its PropertyAttribute marked properties
2 Hours Ago
packaged food texture fix and asset party setup
2 Hours Ago
UI Prefab update
2 Hours Ago
Added new overlay type and prefab for hood. Item.
3 Hours Ago
Return old studio lighting scene
3 Hours Ago
merge from sks (Sar skin for nomad hazmat pack)
3 Hours Ago
merge from external_holdtobuild
3 Hours Ago
merge from launch_site_puzzle_loot_fix
4 Hours Ago
New branch, merging prisonerhood (3 years old) to main instead of updating a 3 year old branch.
4 Hours Ago
RPC filtering API change
5 Hours Ago
Setup for weaponracks
5 Hours Ago
Fixed crates spawning inside LS elite spawns on puzzle reset
5 Hours Ago
merge from industrial_conveyor_quickmove
5 Hours Ago
merge from cargo_double_dock
5 Hours Ago
merge from mission_improvements_may_24
5 Hours Ago
merge from material_reserialize_may_24
Leaderboard backup, run #11394
Today
Improve ServerUse for weapons with >0 thickness. Previously a sphercast would find all hits along the bullet's travel, and then hit the first valid solid object. But imagine a theoretical bullet with e.g. 20m thickness, hitting the ground in the middle of a crowd of players. That bullet hits the ground first, so that's considered the canonical hit, and no players take damage at all. In this updated version, we only exit once we've done damage to something that can actually take damage, otherwise we keep looking through all the hits. Since this means we might now find valid hits behind solid static objects, we now also check for visibility of the hit.
Today
Minor edit, don't need a separate method here
Today
Added a backup generic hit pos so the attack heli rockets crosshair doesn't ever have to reset confusingly to the center of the UI
Today
Fix compile error from title being changed to titlePhrase
Today
Added a slight level of movement forgiveness when placing external walls, placing should now be possible while perched on something (where for all intents and purposes you're standing still but you might be moving an imperceivable amount per frame) Short Ice Wall now takes 3 seconds to place
Today
Get rid of most of the unused commented code
Today
Merge from main -> qol_auth_friends_tc
Today
Merge from main
Today
Fixed cargo ship not remembering which harbor it was docking at if the server was saved mid-dock
Today
Fixed the quick move conveyor path leaving 0 quantity items behind when moving items These get cleaned up every second in the item heartbeat but we need it to be faster because electrical furnaces have limited space and the 0 quantity items were making the conveyor think it was full and shut down
Today
Merge from main
Today
Reserialize all materials (1083 changes)
Today
Merge from main
Today
Meta deletes
Today
Meta updates
Today
Merge from main
Today
S2P fishing_village_c
Today
Slight styling changes
Today
Merge from main
Today
Merge from cui_scrollablecontainers_54
Today
Fixed typo in horizontal scrollbar json read
Today
Merge from main
Today
Fix typo, not meant to pass high precision offset to fog, just direct position https://i.imgur.com/EGNuSTA.png
Today
Remove references to texture cube arrays Remove all CPU path for envmaps, bindings, fingerprinting, etc, should've removed 3 years ago but now we're ready for it
Today
Bindless cubemaps!
Today
Shadow Cache + Time Sliced Shadows (#1535)