159,839 Commits over 4,566 Days - 1.46cph!

Today
Added contact shadow presets
Today
Updated texture sizes for seagullflock textures
Today
merge from main -> base_occlusion
Today
F7 dialog completion screen now thanks the player for their feedback instead of for reporting a player
Today
Add 4px spacing between the upkeep labels to fix large upkeep numbers overlapping
Today
Move upkeep value label 4px down after centering it
Today
Merge from lighthouse_deep_sea
Today
Fix mortar's snapping after a shot instead of playing the firing animation
Today
merge from mortar_firing_fix
Today
Hide movement speed modifier in the boosts UI in the inventory screen, was showing when leading animals or pulling siege weapons
Today
merge from leading_boostui_fix
Today
Revert my temp proc map changes
Today
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Today
Merge From Main
Today
Merge from main
Today
Console autocompletion fills entity name and path in lowercase, fixes some case sensitive commands
Today
Gamepad map zooming now centers around the crosshair
Today
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Today
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- Increase interpolation delay the further away the object is instead of trying to predict lod based delay via changes in packet timings - Let clients drop the extra delay if the setting is off on the server
Today
dpad inventory behaviour improvements
Today
Fixed wires parented to doors stretching towards world origin after exiting/entering network range
Today
merge from parentedwires_fix
Today
merge from main
Today
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Today
P90 Blockout
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
Today
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Today
adding war hammer blockout mesh
Today
Small 3x3 randomised rooms added (still WIP)
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
Today
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Today
Merge from render_pipeline_testing
Today
Added support for lens distortion and added cinematic volume profiles
Experiment with moving the cargo plane movement to the clientside Circumvents 380 B/s per player when cargo plane is out
Today
updated g3a3 blockout mesh with a rail system for mounting attachments
Today
added katar blockout mesh
blur/bump taps lod out, reducing texture reads when not needed
Today
seagull rig and anims exported
Today
merge from prefab_hierarchy_flattening
Today
Added missing AmbientLightLOD to NVG scientist lights
Today
merge from pool_review2
Today
Bumped the amount of gun firing effects we warm up