145,664 Commits over 4,413 Days - 1.38cph!

3 Days Ago
Fixed DDraw text color grey tint https://files.facepunch.com/raul/1b2311b1/tint_fix.png
3 Days Ago
Fix broken collision + material on an excavator light S2P excav
3 Days Ago
PressButton merge, compile fix
3 Days Ago
merge from main
3 Days Ago
merge from main -> optimize_train_track_meshes
4 Days Ago
Fix CommentComponent being reserialized with different line breaks due to Unity clamping yaml string length in prefabs to 80 characters - normalize every line break to \n so it can't change when saved on different platforms - this fixes RidableHorse constantly wanting to be commited
4 Days Ago
More progress - generate meshes right away when running on server (so they can be assigned to colliders) while keeping it defered on the client so we only generated meshes when in LOD range - create PathMeshLOD which is MeshLOD + request mesh generation when the lowest LOD becomes visible & destroy when no LOD is visible - fix the "job" version creating a job per mesh segment instead of batching every 5 segments together - some more fixes with the mesh generation (stuff like handling both 16bit and 32bit indicies instead of assuming every mesh is <65k verts)
4 Days Ago
merge from main
4 Days Ago
Skin viewer ticks the viewmodel components so we can have the space lr300 ammo counter working, default ammo for rpg etc General store view fixes
4 Days Ago
Added arrow buttons to switch to the next item in the store from the skin viewer (limited tab only)
4 Days Ago
Industrial Torch - Updated textures (still wip lads)
4 Days Ago
merge from deformhair_enum_cleanup
4 Days Ago
updated hair sets
4 Days Ago
Updated deformhair value for all head wearables
4 Days Ago
don't treat wearable.deformhair as a bit flag
4 Days Ago
Add "rentallrooms" to see performance impact of fully loaded apartment monument
4 Days Ago
Can only ADS item allowing ADS
4 Days Ago
integrate animation subsystem with 3p animator controller and dartboard
4 Days Ago
Lets try fixing MacOS doing full rebuilds every time Fixed Lua state corruption Minor cleanups + whitespace cleanups Make loading screen dialog have static height again * Simpler, fixes a few issues, potentially helps that one guy who would "Style around the box" on their loading screen. Minor cleanups
4 Days Ago
Added mask conditional meshes to hair sets
4 Days Ago
Removed BoonieHat and MinersHat from DeformHair enum (both can use baseballcap) Added Mask option
4 Days Ago
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4 Days Ago
Lower skinnable paths when we update them during manifest generation, otherwise they log warnings about being slow to spawn.
4 Days Ago
merge from main -> apartment_complex_monument
4 Days Ago
Glass AR - lowpoly model update, material tweaks
4 Days Ago
Attack anims only for melee items
4 Days Ago
Added a cubemap to the skin viewer (based on craggy). The skin viewer viewmodel camera uses that instead of the ingame cubemap, so it works in the menu and the ingame realtime cubemap isnt used It also fixes some issues with some world models using material needing a cubemap
4 Days Ago
NRE fixes when using viewmodels in the skin viewer
4 Days Ago
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4 Days Ago
Fixed note loot panel not saving typed text
4 Days Ago
updating 3p jumping anims
4 Days Ago
Disabled motion blur post process in player preview
4 Days Ago
merge from main
4 Days Ago
merge from lod_baker
4 Days Ago
start on darts animation subsystem
4 Days Ago
Add ProjectileModPartVisibility component which can be attached to BaseProjectile entities, can specify which parts of the worldmodel and viewmodel should be visible/invisible depending on what mods are attached Setup for sight rail on M16A2
4 Days Ago
lod baker: write output textures as tga instead of png
4 Days Ago
More hair conditional meshes
4 Days Ago
Dont allocate a new hashset everytime we jump to a new point on the timeline
4 Days Ago
industrial large furnace - reverted to a single collision material
4 Days Ago
Stop every demo scrub from allocating a new BaseNetworkable list
4 Days Ago
UI tweaks, added examine keybind text
4 Days Ago
Bowless crossbow audio polishing and added sounds
4 Days Ago
removed the material properties
4 Days Ago
s2p on floating city scenes due to new mannequin changes
4 Days Ago
MeshPaintController uses Pointer instead of Mouse when reading input, so it works with both mouses and pens
4 Days Ago
Prefabbed up merged mannequin models, set up LODs and placeholder collision. Replaced old ones in Supplies Barge prefab.
4 Days Ago
small apartment lods
4 Days Ago
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4 Days Ago
industrial electric furnace; - It will now illuminate the small light green when an item is actively smelting inside the electric furnace - When nothing is actively smelting, it will illuminate the small red light - Updated prefab