138,911 Commits over 4,474 Days - 1.29cph!

40 Days Ago
apartment_complex_core prefab set dressing progress
40 Days Ago
merge from main
40 Days Ago
simpler solution using space transformation without creating a new sim-space - root motion stored as a snapshot and lerped rather than using accumulated deltas, true stability - root motion of 0 now behaves perfectly with rotation, helping keep VM much more stable
40 Days Ago
merge from automated_test_entity_bounds_fixes
40 Days Ago
Refresh test list for merge
40 Days Ago
Clean: remove JobHandle IsValid extension This was a workaround for a Unity issue that was fixed in 6.3.14f1 Tests: none, trivial change
40 Days Ago
Optim: ServerCachePlayerInfo - only recache positional state if position changed from last call Tests: ran around on craggy, sawm, crouched. retried connecting couple times
40 Days Ago
Merge from main
40 Days Ago
Play a sound when you toggle the flash mode on the camera
40 Days Ago
Commenting out newer RRP bloom code that isn't currently in use and converted BRP Bloom's intensity from a clamped float parameter to a regular float parameter
40 Days Ago
Configured bloom settings for all RRP volumes
40 Days Ago
merge from fix_baseentity_query_nre -> main
40 Days Ago
monument blocker vent - renamed collision meshes, removed non-entity object
40 Days Ago
Added support for BRP bloom in RRP
40 Days Ago
When taking a picture show a black screen if you're not using flash and a white screen if you are
40 Days Ago
Fixed camera flash being off to the right
40 Days Ago
better scale handling, handles scale outside of direct controller->origin transform chain, with early exit to avoid extra work on non-scaled chains (majorative case) - also improvements to FrameUpdate overhead
40 Days Ago
initial folder setup
40 Days Ago
merge from sprinting_footsteps_update
40 Days Ago
merge from player_corpse_no_buoyancy_assigned_fix
40 Days Ago
merge from bowless_crossbow
40 Days Ago
merge from parent_projectile_validation_on_default
40 Days Ago
Optim: ServerCachePlayerInfo - avoid transform access when recaching player center Tests: none, trivial change
40 Days Ago
merge from clothing_mannequin_wearable_fix
40 Days Ago
merge from vending_purchase_clamping_fix
40 Days Ago
merge from demo_window_auto_refresh
40 Days Ago
merge from pool_analyzer_non_caching_methods
40 Days Ago
Deleted FrogBoots_Charm_Old, seems to no longer be used anywhere
40 Days Ago
Stripped bind subsurface profile components from all charms (inherited from basecharm) Deleted FrogBootRubber SSP
40 Days Ago
merge from attachment_charms
40 Days Ago
Fixed Attachment.UpdateVisibility NRE
40 Days Ago
merge from main
40 Days Ago
Toggle the charms MeshCull components instead of changing the distance when switching to viewmodel mode
40 Days Ago
Bugfix: separate position-dependent and other player state caching It was possible that for a couple frames cached player state would be incorrect Tests: none
40 Days Ago
WIP on expanding MeleeWeaponAnimationSubSystem to actual weapons Add Throwing support
40 Days Ago
Subtracted 154204
40 Days Ago
Merge from satellite_crash
40 Days Ago
Compile fix
40 Days Ago
The Demos window refreshes automatically when opened so you dont have to press the refresh button every time
40 Days Ago
Add simple demo loot room to powerplant locked behind a powered powergrid Revert making CardReader and ElectricSwitch themselves powergrid entities, ElectricGenerator suffices and and is simpler
40 Days Ago
Merge from main
40 Days Ago
Merge from satellite_crash
40 Days Ago
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40 Days Ago
Add control computer to launch site.
40 Days Ago
monument blocker - vent - updated manifest
40 Days Ago
Bumped skin viewer viewmodel camera near clip plane to 0.05, fixes clipping with ak handle
40 Days Ago
Add control computer static variant. Immortal, no monument info, no pickup, etc.
40 Days Ago
Fix compile error
40 Days Ago
Make sure path is reset / agent position is reprojected even when we are removing a null entry from the pausingSources, fix the warp not working when on a moving navmesh
40 Days Ago
apartment_complex_core prefab refactoring, organising set dressing groups per floor simplified some props prefabs to reduce amount of transforms