159,913 Commits over 4,566 Days - 1.46cph!

Today
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Today
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Today
merge from spine_fixes
Today
Fix crawling head IK being croooked. Fix spine IK not rotating fully when using held items (HasHoldTypeAnimations vs HasHeldItemAnimations)
merge from main
Today
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Today
Merge from main
Yesterday
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Yesterday
adding war hammer blockout mesh
Yesterday
Small 3x3 randomised rooms added (still WIP)
Yesterday
Attempt at an experimental network LOD system - updates entities more or less often depending on how close they are to the player. Uses cell coordinates Doesnt affect players. Needs more work to stop affecting gameplay with animals etc. Initial experiments show a 75% decrease in entity position network traffic at high distances 50% reduction in entity position updates at medium distances
Yesterday
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Yesterday
Merge from render_pipeline_testing
Yesterday
Added support for lens distortion and added cinematic volume profiles
Yesterday
Experiment with moving the cargo plane movement to the clientside Circumvents 380 B/s per player when cargo plane is out
Yesterday
updated g3a3 blockout mesh with a rail system for mounting attachments
Yesterday
added katar blockout mesh
Yesterday
blur/bump taps lod out, reducing texture reads when not needed
Yesterday
seagull rig and anims exported
Yesterday
merge from prefab_hierarchy_flattening
Yesterday
Added missing AmbientLightLOD to NVG scientist lights
Yesterday
merge from pool_review2
Yesterday
Bumped the amount of gun firing effects we warm up
Yesterday
Metal embrasure warmed up amount set to 25
Yesterday
Puzzle reset objects keeps parent instead of descendants, thats what it depends on
Yesterday
Train track splines keep descendants, fixes tunnel lights not working
Yesterday
DungeonBaseLink keeps descendants, fixes error when generating underwater labs
Yesterday
Socket flattening fixes Socket_Base keeps its descendants, Socket_Specific_Female keeps its parent, SocketMod_Inside uses world position / rotation instead of local
Yesterday
merge from main
Yesterday
Merge from main
Yesterday
Fix water pistol z-fighting
Yesterday
Merge from mod_entity_belt_only
Yesterday
Added new logic to ItemModEntity that only creates corresponding entities for items marked as player only when they are in the belt We've already enabled this for most items so they don't spawn and destroy entities when they are in containers, this extends this behaviour so that the entity only gets created when it ends up in the player belt This should result in less entities broadly, particularly when creating a corpse as we paid a cost for destroying the entities as we transferred the items to the corpse Disabled by default
Yesterday
Merge from corpse_height_fix
Yesterday
Adjust spawned corpse prefabs to be above the terrain if it is spawning below the terrain (with a 1m cutoff for underground corpses) Should fix all animals but chickens particularly spawning clipped into the terrain and dropping through as our navmesh can now sometimes be slightly below the terrain Also fixed a harmless animator warning when a chicken is spawned
Yesterday
Fix NaNs from text surface shader
Yesterday
Rework how we dump server tutorial needed paths Updated list
Rin
Yesterday
Update crafting recipe to match bone armour Swap egg vision to candy vision
Yesterday
Merge from arrow_pivot_fix
Yesterday
Fixed arrow pivot positions causing them to appear behind the players head when firing
Yesterday
Fixed vm hands not rendering in the workshop scene (and associated error)
Rin
Yesterday
merge from GraveyardFenceFix
Rin
Yesterday
merge from ScareCrowDungeonSpawnFix
Rin
Yesterday
merge from RadiationDungeonFix
Rin
Yesterday
cherrypick 168487
Rin
Yesterday
Yesterday
Resave tutorial island scene
Yesterday
Fixed powergrid, steam auth issues Reduce pool sizes on server Disable server save/loading Consolidate all the command line switches Bypass steam auth if a local server (we already gate it so only local ip's can connect)
Yesterday
Merge from main