161,235 Commits over 4,597 Days - 1.46cph!

11 Days Ago
Merge from weaponrack_posing_optim. Flatter hierachies, less parent switching, less gameobjects. Misc fixes
11 Days Ago
meta file
11 Days Ago
merge from scrap_king_buildingskin_dlc
11 Days Ago
Fixed rotation and flip checks not taking final rotation into account Fixed flip resetting the 10min window Demolish option now says You need building privilege when trying to demolish a block in a building with no TC
11 Days Ago
Fixed skull trophies invisible in the skin viewer
Rin
11 Days Ago
Improved DPV radial menu. Now shows Mount, Fuel, Pickup Condition isn't removed when picked up Doubled acceleration speed Reduced fuel per second 0.15 > 0.08 Reduced idle fuel per second
11 Days Ago
merge from main
11 Days Ago
merge from main
11 Days Ago
fixed camera anims not working
11 Days Ago
Fixed demolish option showing Building blocked when you can still build Now shows a toast like the other option when selected when disabled
11 Days Ago
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11 Days Ago
Merge from main
11 Days Ago
Recreating the render pipeline on a graphics device reset to prevent issues with render textures being uninitilized when loading RenderDoc
11 Days Ago
Predicted dropped grenades now inherit velocity and spin from the viewmodel
11 Days Ago
Merge from main
11 Days Ago
polish pass on customiser walk in animation
Rin
11 Days Ago
Updated Alien Costume description Swapped Manor and Cultist tile descriptions
11 Days Ago
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Rin
11 Days Ago
committing a bunch of .meta files that won't go away
11 Days Ago
merge from vcc
11 Days Ago
Fixed an issue with AutoExposure that was causing the scene view to go black in the editor when loading RenderDoc
11 Days Ago
Additional diagnostics
12 Days Ago
Collapse odd verts on LOD borders to handle seams, removes need for multiple meshes Give terrain inspector better sliders per LOD and more info Improve terrain cell snapping and padding with the other mesh topologies
12 Days Ago
Merge from hempcolourblind
12 Days Ago
Inverted the mask of the hemp accessibility tint, only affects the bud now Did a big clean up, impostors don't show the bud so we no longer need an impostor baked per colour setting
12 Days Ago
Show the blocked reason in a toast if blocked when attempting to flip or rotate a block
12 Days Ago
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12 Days Ago
Rotate and flip share the same slot in the pie menu and E/Q switch between them like building skins We merge them together to not break muscle memory and shift the building tiers around
12 Days Ago
Swap net lods to use distance comparisons instead of cells to ensure its consistent between small and large network entity settings
12 Days Ago
Merge from belt_main_priority_stack
12 Days Ago
When right click transferring items from a container only move those items to the belt if there is an unfilled stack that we can fill up, otherwise it will go into the main inventory
12 Days Ago
Added all the mirrored stair skin prefabs Can bake all the meshes and prefabs using Tools > Building Blocks > Bake Mirrored Stairs
12 Days Ago
Added mirrored versions of the L and U stairs - can be flipped with SHIFT + R when deploying - or using the hammer if placed less than 10 minutes ago https://files.facepunch.com/Flavien/oFr7SIxlXyO1eTFm.png
12 Days Ago
Merge from spray_anim_fixes
12 Days Ago
Fixed spraycan becoming unusable until the item is requipped if player sprays at a surface and then quickly looks away Also fixed spraycan 3p spray anim playing twice
12 Days Ago
main -> network_lods
12 Days Ago
- Massive code cleanup - Reduce/remove a bunch of un-needed allocations - Remove some un-needed procedural eye code
12 Days Ago
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12 Days Ago
Merge from double_anim_event_fix
12 Days Ago
Don't allow multiple identical animation events to fire in the same frame on PlayerAnimationEvents We're now running concurrent, identical controllers on a single animator and when they use animation events they are both firing at the same time
12 Days Ago
merge from main
12 Days Ago
Get Linux32 to build for now * Seems there's a VPC bug on Linux that needs investigating
12 Days Ago
Fix server collider for sail having both the "lowered" and "raised" colliders active after it was first spawned
12 Days Ago
Add test for it
12 Days Ago
Add 50MB zip test case
12 Days Ago
Add ability for room occlusion to take one of the newer saves with cached entity links and export that directly to a full server state of the world (instead of only splitting it into multiple copy paste files) - allows loading an entire server to benchmark performance - can now zip base occlusion test fixtures because JSON files don't scale well to 400MB (who would have expected)
12 Days Ago
Tests
12 Days Ago
Codegen
12 Days Ago
Fixed building blocks being destroyed causing doors to be recalculated when they didn't need to be
12 Days Ago
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