250,392 Commits over 3,959 Days - 2.64cph!

4 Days Ago
merge from primiitive
4 Days Ago
merge from Medieval_Barricade_Unique_Desc
4 Days Ago
merge from Medieval_Barricade
4 Days Ago
Shadow cascades preset tweak
4 Days Ago
Print in console when client connects/disconnects
4 Days Ago
Merge from main
4 Days Ago
Add player count to DedicatedStatus Add extra info to snapshot analytic Rename SceneNetworkSystem.LoadScene to LoadSceneBroadcast Remove Nav_WaitBuild, make it a LoadingTask instead - there's no reason this should be special Fix fov in settings not working
Leaderboard backup, run #16901
4 Days Ago
Codegen
4 Days Ago
Merge from primitive
4 Days Ago
Merge from main
4 Days Ago
Updated knight items to not overlap ids with lunar new year content
4 Days Ago
Manifest update, seems to resolve triangle floor hatch issue locally
4 Days Ago
Scene tweaks
4 Days Ago
Deleted the combined reload clip for crossbow Made a new one from the fbx with custom start/end frames Fixes CompareApproximately errors when loading the crossbow/building the manifest
4 Days Ago
Manually remove broken transitions from the vm crossbow anim controller, stops missing PPtr errors
4 Days Ago
Merge from steamworks_161 (updated other dlls)
4 Days Ago
Other files pulled from steam, if that even works
4 Days Ago
Fixed a bunch of issues with chassis visual on siege weapons, causing them to run twice in some cases And to never shut off when stationary
4 Days Ago
End title scene backup
4 Days Ago
Updated steam_api for server which is in a different path for some reason
4 Days Ago
Subtract 110734, needs more investigation
4 Days Ago
Orientation fuckaroo & fx offsets
4 Days Ago
Add a Model component to all siege weapons, should now generate the required strings to stop StringPool warnings
4 Days Ago
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4 Days Ago
Various high explosive stuff
4 Days Ago
Fixed battering ram door server gib missing material
4 Days Ago
Add Normals.hlsl, with fallback if no depthnormals are available, add Bindless::GetTexture2DMS
4 Days Ago
Battering ram can now damage the Vehicle and Deployed layers When hitting a vehicle, add some forces and show the vehicle collision effect Did a bit of refactoring to have a generic method that returns a BaseVehicle collision effect
4 Days Ago
Pass MSAA value from pipeline, make DepthNormals a dynamic combo instead of a mode, conditional
4 Days Ago
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4 Days Ago
Anim + scene backups
4 Days Ago
toolchest wip prop + adjusted metal_details mats
4 Days Ago
Fixed spears getting offset in hands when attacking while holding a shield
4 Days Ago
Parent merge
4 Days Ago
Script tweak
4 Days Ago
FX Orientator prefab for debug. Explosive ammo stuff.
4 Days Ago
Parent merge
4 Days Ago
Parent merge
4 Days Ago
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4 Days Ago
add geo to shovel, mmm roundness metal_details_02 trans map adjustments added metal_trim_painted_blend_03 mat tool chest WIP
4 Days Ago
Some cleanup Retire more editlogs
4 Days Ago
Added ballistagun.reload command, can also take arguments: "ballistagun.reload 1" will load a hammerhead bolt, 2 an incendiary bolt, etc
4 Days Ago
Cherrypick 110576 + 110648 (4K textures)
4 Days Ago
Knight armour world model fixes
4 Days Ago
Fixed knight armour viewmodel not showing
4 Days Ago
Merge from lunar_new_year_2025
4 Days Ago
Can now mount and open the catapult basket even when the catapult is not reloaded
4 Days Ago
Merge from main
Leaderboard backup, run #16893