250,904 Commits over 3,959 Days - 2.64cph!

58 Days Ago
██▇▄▌ ▅▅▍▍▄▊▌▆▄█▆▍▌▌▌.▊▌▇▋▋▄█▅▆▄▆▋▉ ▇▉ ▇▇▇▌▇▋▅▊▆▉▉▄▋▄▉▅ ▆▌▅▌▉ ▅▊▇▌ ▋▍▊▍▋ ▍▇ ▍█▅▌ ▉▄▉▄
58 Days Ago
Report build errors
58 Days Ago
Remove rigidbodies from menu-main scene
58 Days Ago
decal component
58 Days Ago
▇▇▊▆▄ ▊▇▌█▉▋▋ ▉▍▊
58 Days Ago
merge from teslacoil_tweaks
58 Days Ago
Reduced tesla coil power usage by increasing their damage so they need less power to kill (35 power -> 25 power)
58 Days Ago
Filter out .dll when downloading packages Compile and load code on package download
58 Days Ago
merge from main
58 Days Ago
▋▌▅▅▌ ▆▅▇▌ ▋▄▌▄▇▅_▊▅▆▊▇█▊▌▊_▌▇▊▉▌▌_▍▇▌▄_█▍▍▅
58 Days Ago
▆▉█▍ ▇█▊▌ ▋▇▇▄▇▌█▄▋ ▊▉ ▍▇█▊ ▆▋▊▌ ▍▉▄▉▄█▄▄, ▌▅▉▄▊▄▇▍ ▅▆ ▋▊▊▄▆▍▋ (▊▅▌ ▋▍ ▅▅▋▉▋▇▋ ▋▆▉▇ '-▋▉▍▆▉▍-▌▍▉█▄▄▍▆▍-▆▄▌█▇' ▆▇ ▍ ▍▇▇▄▇ ▍▅▇▄▅▇▌█▇)
58 Days Ago
Fixed battering ram door wheels culling, set to isDynamic
58 Days Ago
Merge from hackweek_car_radio
58 Days Ago
Rename the radio socket gameobject names to lower case to possibly fix pooling mismatch
58 Days Ago
Partial backport of ISceneObjectDesc::OnSceneObjectVisibleInView Forward+ Decals * Decals get binned by the lightbinner from OnSceneObjectVisibleInView (all lights should start using this callback too) * Tiled culling checks decals within each tiles frustum * Decal::Apply( ... ) is used to mix decal's albedo, normal, etc. into surface
58 Days Ago
fixed entity bounds on ice sculpture
58 Days Ago
▄▋▆▊▊ ▅▍▌▄ ▅▌▇▆_▊▆▆▅▍█▊▉_▍▊▅▅▌▊▆_▌▆▇█▄
58 Days Ago
▉█▉█▆ ▆▉▇▌ ▌▅▉▉▅▉▊▋▇▇▆_▇▋█▌▄▅▌▊_▉█▄▆▊▌▊▉▇▋
58 Days Ago
▄▅▌▆▋ █▄▌▋ ██▌▌▊▌▄▇▋▇▌▆_█▆█▍▉▍▍_▇▉▊▍▆_▌▆▉
58 Days Ago
meta changes on some collider meshes
58 Days Ago
manifest update
58 Days Ago
Committing walkway changes to switch branch
58 Days Ago
merge from wolf-sound-tweaks
58 Days Ago
Create ssao.scene Delete fluid simulation, this isn't going to work
58 Days Ago
Add nav_blocker tag
58 Days Ago
▇▅▍▋▊▆▍▇▍▌▆▇ ▄▍▍▊█▇▅▅▇▋ ▄▄▆▄▍▊▇▍▄▅█ ! ▊▌▆▊▆▉▅▉▅▇ █▇█▉▇▉▆▆▄▋ ▄▌▊▄▍█▉ ▇▆ ▍▍▋▅▌▇ ▅▊▍▅ ▌▄▉▅█▊ ▊▋█▉ ! ▅▅▋▄█ ▇▌▆▅▋▌▍▋▆▅▇▊▆▊▆.▆▌▇▅▅▊█▊▅▇▆▊▅ ▋▅ ▌▆▋▋█▉▍▉▅▆▍▆▆▍▄▄ ! █▅▆▇ ▆▋▊▌ ▋▌▅▄▋▉▅▋▍ ▅▇▅▌█▅
58 Days Ago
roof conditionals colliders and then some
58 Days Ago
Re-enable deployment checks
58 Days Ago
Fix issues with navmesh generation API Should also fix tests
58 Days Ago
Leaderboard backup, run #15677
58 Days Ago
Shader rebuild process (#1713) * Add * option to vfxcompile * Delete older shader build scripts * Remove cs_surface_interactions * Always output combo count if it's over 1000 * Strip some lesser used stuff from spritecard to get the compile time/size under control * Build shaders as part of ci, so they can't be out of date (we should still manually build and commit though!)
58 Days Ago
Merge from io_infinite_power
58 Days Ago
ioentity.infinitepower is now replicated Added a warning to the IO entity info panel when looking at an IO entity if infinite power is enabled
58 Days Ago
Merge from io_infinite_power
58 Days Ago
None compile fix
58 Days Ago
Added IOEntity.infinitepower Powers all player placed electrical IO entities on a server when enabled without needing power sources Likely has some per entity edge cases, already fixes electric furnaces
58 Days Ago
balance adjust menu, zombie elite, etc hp regen floaters
58 Days Ago
Weapon_case Missile Case WIP texture asset, uploaded for world placement and decoration
58 Days Ago
Squashed commit of the following: -GTAO -Aoproxy removal Split between SSAO and GTAO Start moving gtao to command lists, adjustments
58 Days Ago
Start moving gtao to command lists, adjustments
58 Days Ago
Merge from launcher reload bug
58 Days Ago
Applied fixed timing to dragon rocket launcher
58 Days Ago
Adjusted rocket launcher reload time to 5.8s, was 6s This isn't an actual buff as you cannot reload faster than the animation, the animation was 5.8s so there was a 0.2s window where you could trigger a reload again while the reload was still taking place on the server This resulted in the reload finishing and the ammunition on the client getting refreshed, but at that point the player was stuck in another 5.8s animation before they could fire again Added a right click context option (Print Reload time) to BaseProjectile that looks at the viewmodel animator and calculates how long the reload anim is (taking into account speed modifiers which were being used in this case)
58 Days Ago
Codegen
58 Days Ago
merge from siege_weapons
58 Days Ago
Siege tower decay reset when used
58 Days Ago
Merge from shred_helicopters (also includes the changed ignore.conf file that seems to keep changing)
58 Days Ago
Updated catapult icon
58 Days Ago
Collision effects and minimum collision force tweaks
58 Days Ago
Plushy scenes and prefab aseets backup