137,230 Commits over 4,474 Days - 1.28cph!

Today
merge from furniture_occlusion_fix
Today
Always show the static furnitures of rented rooms, temp fix for occlusion not working properly
Today
Merge: from main
Merge from PlayerMaintainedMonuments
Update editor helper message for when shadows will be disabled on RendererLOD and MeshLOD due to recent change there Default value for serialized States in RendererLOD is now an empty array to stop it NRE spamming in editor when adding a new RendererLOD component Removed a garbage allocation in RendererLOD::NotifyLODChange
Today
Ensure skin select panel gets updated immediately when a new item or wearable is selected. Redirect skins now working. Steam skins load when opening the skin menu for the first time
Today
Tweaked various prop LOD distances that were popping in the corridors and lobby
Today
Updated pool cue position in animations
Today
Fix Scientist2 not spawning on deep sea islands
Today
Fix deep sea islands having no navmesh if ai.move is false when deep sea opens
game_room_dlc -> game_room_dlc/pool
Today
Merge: from renderbatch_meshlod_improv - Bugfix for basement doors not rendering Tests: booted into apartments island, checked all floors for doors not rendering. Checked room 101 - stuff was rendering
Today
Bugfix: mark appartment doors a/b/c as dynamic - apartments S2P Since they move, they should've been dynamic, but it also causes them to be refreshed and have up to date occlusion state (but no idea why we need this - will chase up later) Tests: booted into apartments island, checked all floors for doors not rendering. Checekd room 101 - stuff was rendering
Today
Skin selector UI and basic functionality to select an active item/wearable and then select a skin for it so the player, viewmodel and worldmodel all get skinned. Still need to get all Steam workshop skins and redirect skins working
Today
gibs and entity setup for stacked terminal blocker
Today
Fixed missing item ownership when buying the master key
Yesterday
Fixed mesh not culling on last lod
Yesterday
Added "Admire active viewmodel" button on the right, hotkeyed with `N`. Eyeball-aligned the text of the bottom right buttons for prettiness :sparkles:
Yesterday
Event updates on throw animation
Yesterday
Added a toggle radgoll button to kill the active player and fake a client-only ragdoll, disabling all BaseEntity and networking logic
Yesterday
launch site satellite office room progress
Yesterday
Merge from PlayerMaintainedMonuments/Heavy Fuse
Yesterday
Merge from targeting_refactor
Yesterday
Update supermarket loot fridge with new freezer asset S2P supermarket
Yesterday
Major refactor, moving shared/duplicated targeting data between client/server to a new CrashTargeting struct.
Yesterday
Update: add visible count to occlusion debug output Tests: used it on craggy while tweaking extra lod steps
Yesterday
Remove some unused code
Yesterday
Merge from partials
Yesterday
Fix SSAO issues when swapping between pipelines
Yesterday
Missed file
Yesterday
Partial and comment passes for SatelliteCrash
Yesterday
Comment cleanup pass
Yesterday
SatelliteControlComputer
Yesterday
clearing up a room for satellite control inside the main office building
Yesterday
Merge: from main
Yesterday
Merge from apartment_complex_monument/reverb_distance_fixes
Yesterday
Fixed the issue with ambient light lod lights with light cookies breaking when using shadow caching
Yesterday
Merge: from renderbatch_meshlod_improv - Bugfix: opening doors should no longer cause them/others to disappear Tests: pasted many doors paste and opened door, flew back and to - all was in place
Yesterday
Bugfix: fix MeshLOD never unregistering from occlusion after animating - when batching gets toggled, notify batching handlers - MeshLOD will toggle culling on notif Tests: paste of many doors, opened couple doors and flew far/close - no more missing meshes
Yesterday
Merge from satellite_crash
Yesterday
Phrase merge fixes again
Yesterday
Merge from main
Yesterday
Merge from apartment_complex_monument
Yesterday
Move the screen UI to the control computer prefab, not dynamically spawned. Refactor code to use it.
Yesterday
merge from glowing_wallpapers - latest square images
Yesterday
updated square images
Yesterday
Reverb tweaks to accomodate ranged weapons
Yesterday
Updated media
Yesterday
Phrases
Yesterday
Merge from control console art