199,294 Commits over 4,140 Days - 2.01cph!

2 Years Ago
Disable applyToSkinRenderers for all neon signs to fix frame animations not working
2 Years Ago
merge from experimental
2 Years Ago
merge from main
2 Years Ago
merge from building_skins_3
2 Years Ago
added oil jack belt and metal mesh colliders to pumpjack prefab
2 Years Ago
merge from cleanup
2 Years Ago
Remove some debug logging.
2 Years Ago
merge from weapon_racks
2 Years Ago
updated pumpjack static prefab
2 Years Ago
Workshop skins work (but a hacky way)
2 Years Ago
updated maetrial on lods on pumpjack static prefab
2 Years Ago
Layout grouped in an optional skin name text field under the weapon name.
2 Years Ago
WeaponRackInfo UI polish & localization tokens
2 Years Ago
Fixed a bug where the ceiling in one of the portacabins would disapper on low graphical settings
2 Years Ago
Some refactor and cleanup
2 Years Ago
Changed the emissive color and scale of the insturial.wall.lamp.on prefab
2 Years Ago
fixed brick skin spiral stairs zfight on highlight
2 Years Ago
setting up pumpjack static prefab and edited oiljack anim controller
2 Years Ago
Padding roof conditional colliders just in case
2 Years Ago
Brick Skin Gap in roof conditional
2 Years Ago
revised 2nd weapon rack texture so it doesn't blend as easily with more rusted weapons without making it looks whack
2 Years Ago
set left and right line brick roof conditionals to DeployableVolumeIgnore to allow wall underneath to be built
2 Years Ago
Fixed inaccurate colliders on L and U stairs brick
2 Years Ago
fixed hammer highlight not complete on brick foundations
2 Years Ago
building_skins_3 -> aux2
2 Years Ago
improved brick skin roof LOD2 visuals added pieces of trim on triangle roofs edges
2 Years Ago
Better eye positioning Animator changes to support deploy animation before transitioning into parachute control anims Don't process input until deploy animation is finished
2 Years Ago
Animator changes to support better freefall animations while parachute is equipped
2 Years Ago
Hook up new animator state
2 Years Ago
Fixed submarines acting like parented players were kept out of water. Only consider mounted players as out of wter
2 Years Ago
Force changes, much improved handling
2 Years Ago
Don't disable submarine parent triggers manually when underwater anymore, since 84684 will do it for us automatically now
2 Years Ago
Unparent from all trigger volumes when underwater so that players don't get pulled down with sinking ships
2 Years Ago
Compile fixes, manifest, codegen, test scene
2 Years Ago
Use crouch collider height while swimming. Fixes not being able to get through doors of tugboats that are on a steep angle under the sea.
2 Years Ago
Merge from main
2 Years Ago
Don't request the server emoji list if the server is running a protocol <= 2398 Temporary fix to prevent any unhandled RPC's when we merge emoji to main and don't bump the network version
2 Years Ago
Merge from main
2 Years Ago
Fixed pixelation flicker glitch on WeaponRackLight
2 Years Ago
Flashbang, F1, Beancan & 40mm underwater boom size adjustments.
2 Years Ago
S/M/L explosion FX variants for the underwater portion as well.
2 Years Ago
Prevent MaterialReplacement from being added in PrefabPreProcess if InstancedMeshFilter is attached Start with to handle workshop skins
2 Years Ago
Update .gitignore Disable C4005, error on C4840 Fixed some warnings Prevent display of concommands in gamemode settings Do not run OnRequestFullUpdate outside of main thread Defer gamemode loading until all other components are loaded Do not use obsolete API for DNS resolution
2 Years Ago
Better emissive texture for supermarket/rocket launch office ceiling lights Fixed position and sizes of the supermarket ceiling lights
2 Years Ago
Fixed the materials of the Pumpjack
2 Years Ago
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2 Years Ago
Update global_networked_bases/2021
2 Years Ago
Convert rug, landmind & floor spikes
2 Years Ago
Right click option will handle multiple selected prefabs
2 Years Ago
Convert garage door manually with an instanced placeholder mesh (since it's a SkinnedMeshRenderer)