147,900 Commits over 4,444 Days - 1.39cph!

Yesterday
merge from quarry_speed_fix
Yesterday
Set belt scroll speed multiplier to 0.63 so the speed of the belt visually matches the speed of the other rotating parts
Yesterday
Fix broken materials on the mining quarry top engine with LOD1
Yesterday
Neon splats carpet textures, material, skin asset, icon. Updated skins list, localization
Yesterday
Fixed workshop file dialog still using the old input system
Yesterday
Fixed shadow caching server compile errors
Yesterday
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Yesterday
Update(tests): add support to generate test positions in deep sea bounds - updated TestWaterLevelsConsistency to use those extra positions, but surprisingly the test passes - documented everything(I think?) that's wrong with WaterLevel.GetWaterLevels Tests: ran updated unit test
Yesterday
Merge from shadow_map_caching
Yesterday
Code gen after merge
Yesterday
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Yesterday
Fixed drone controls not being keyboard layout aware
Yesterday
Merge from main
Yesterday
Add volume component for motion blur (2)
Yesterday
Add volume component for motion blur
Yesterday
Tier is driven by the highest key card required Popup styling update
Yesterday
skinnable and obj mesh for workshop
Yesterday
updated small backpack mesh
Yesterday
Updated all the volumes profiles for RRP that required auto exposure
Yesterday
Add support for real windows notifications
Yesterday
axisFromEdge lookup instead of computing it from the stride
Yesterday
Fix motion vectors from skinned meshes
Yesterday
WIP. Play windows notification sound and flash icon when the player has fully loaded into play state (loading screens gone, ready to play)
Yesterday
Metas
Yesterday
Comment cleanup
Yesterday
Added support for SRP's camera history API and added auto exposure to RRP
Yesterday
array length correction
Yesterday
Same for SatelliteCrash
Yesterday
main -> game_room_dlc
Yesterday
Splitting to partials
Yesterday
edges identified with a unique key and generate vertices coherently, replaces hashing with direct indexing so it's 2x faster again
Yesterday
Merge: from servercacheplayerinfo_optim - Optim: reduce the amount of state we recache every frame - Bugfix: fix some state being out of date by half-a-frame Tests: unit tests + playing on craggy
Yesterday
Misc cleanup
Yesterday
Merge: from main
Yesterday
Merge from refactor
Yesterday
Merge from main
Yesterday
Monument info popup progress, polished the framing and buttons flow
Yesterday
smallbackpack WM setup
Yesterday
merge from main
Yesterday
shadow proxy polish on apartment complex b corner module removed some stray floating props shadow casting optimizations on set dressing inside apartment complex b enabled r/w on some pipe segments left out by batching
Yesterday
apartment complex S2P
Yesterday
apartment complex wing prefab tweaks shadow casting off on rooftop barriers
Yesterday
removing left over greybox from apartment core prefab
Yesterday
Fixed greybox fridge for final art in damaged wing prefab, also further optimizations to props shadow casting there
Yesterday
fixed statue collider import options
Yesterday
Fixed subway town square collider Fixed terrain opacity map near subway entrance
Yesterday
Auto fill monument info scriptables based on whats inside the monument prefab
Yesterday
Merge from shield_disconnect_fix
Yesterday
Add IGameUIDisconnectCallback, will get picked up and called on any implementing UI when a player disconnects Replaced the singleton access in disconnect of the map screen and death screen Fixed shield leaving power bar on screen when player disconnects
Yesterday
Typo fix