241,363 Commits over 3,867 Days - 2.60cph!
Refactor to specify gamemode as parameter
Squash-merge "mainmenu" into "boomer2"
Groundwork for stats integration
Compile content - don't set parent package as voxeltest (?)
pumpjack scrolling material update
Leaderboard backup, run #4493
Allow VoxelChunk to be created without dependency on VoxelSurface
played myself, there was one more tiny instance
fixed all cases of mesh flickering on the powerline platforms
fixed all major collision mesh issues for the powerlines
weapons shouldn't go through the mesh now
Remove very last DX9 references from source code 🫡
rubikon: Fix double free crash in CMultiworldSoftbodyStepper
primitive lootbox fix
- fixed albedo/ao/spec/normals
- fixed dodgy rope normals - improved them
- FBX Position and prefab zeroed, and scaling at 1,1,1
- fixed ao texture set to 2048 when texture is 512
Cleaned up template vmap (removed missing models)
fix multi-choose upgrade exploit, temp disable player material change, etc
Use Sound.Listener as a priority in SoundscapeFrame
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Copy player anim params to viewmodel
Add AnimatedEntity.CopyAnimParameters to be able to easily sync params from another entity like player to viewmodel
Leaderboard backup, run #4469
v_usp: move reloading states into their own sub-state machine, make fire additives with a separately timed reload interruption
updated prefab (adjusted light position also)
adjusted caboose.fbx so that the top compartment is less wide and not as high.
Updated collision mesh
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Update first_person_arms_punching.vanmgrph_c
Adjust RPC message TTL based on the timeout duration
Use default skinId for ShadowOnly renderers
[ pick ] Pick reprojection transform constants from SSR branch
[ Pick ] let reflections api be more generic to use
Merge from global_networked_bases -> aux2
After much debugging, turns out trees weren't showing outside of network range due to the foliage-billboard shader missing one bit of instancing setup code
added fall to skydive anim and new state in animator, updated skydive idle loop
Merge from main -> global_networked_bases
Editor screenshot tool wip/tests
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Added more clearance to the underground stations to fit in all train module types
Base font size, remove unused texture from menu
Merge from global_networked_bases -> aux2
Add debug to figure out why trees are not showing as billboards
Only scale preculling data by 50% over 32MB and fix it overwriting data (plan to put in a new allocation system later, for now it's maybe 100MB wasted ram)
Add missing snow footstep fallbacks
Fixed npc_(template_)maker crashing when spawning non NPC entities
Merge branch 'main' into prerelease
Add missing snow footstep fallbacks
Fixed npc_(template_)maker crashing when spawning non NPC entities
Add missing snow footstep fallbacks
Fixed npc_(template_)maker crashing when spawning non NPC entities
exported oiljack arm fbx to get the looping idle animation looping nicely after editing it in maya
Fix ConstructionPlaceholder not being removed from building blocks
Expand the render computebuffer in 2MB increments separately from the culling array expanding