241,381 Commits over 3,867 Days - 2.60cph!

1 Year Ago
setting up pumpjack static prefab and edited oiljack anim controller
1 Year Ago
Padding roof conditional colliders just in case
1 Year Ago
Revert zipball change, doesn't work with LFS / submodules :pensive:
1 Year Ago
Brick Skin Gap in roof conditional
1 Year Ago
Editor: Use zipball to get rid of git dependency when cloning a project that has a source directory
1 Year Ago
Switch to our own adx instance
1 Year Ago
revised 2nd weapon rack texture so it doesn't blend as easily with more rusted weapons without making it looks whack
1 Year Ago
set left and right line brick roof conditionals to DeployableVolumeIgnore to allow wall underneath to be built
1 Year Ago
Fixed inaccurate colliders on L and U stairs brick
1 Year Ago
Use multiview variant for calculating camera direction
1 Year Ago
fixed hammer highlight not complete on brick foundations
1 Year Ago
building_skins_3 -> aux2
1 Year Ago
improved brick skin roof LOD2 visuals added pieces of trim on triangle roofs edges
1 Year Ago
Use attachment for upgrade panel
1 Year Ago
more wip upgrade shit
1 Year Ago
Shader objects for VR and high precision lighting fixes
1 Year Ago
Better eye positioning Animator changes to support deploy animation before transitioning into parachute control anims Don't process input until deploy animation is finished
1 Year Ago
Set tickrate, Resources
Leaderboard backup, run #4373
1 Year Ago
Set tickrate Maps page style tweak
1 Year Ago
Animator changes to support better freefall animations while parachute is equipped
1 Year Ago
Hook up new animator state
1 Year Ago
Fixed submarines acting like parented players were kept out of water. Only consider mounted players as out of wter
1 Year Ago
Force changes, much improved handling
1 Year Ago
Don't disable submarine parent triggers manually when underwater anymore, since 84684 will do it for us automatically now
1 Year Ago
Unparent from all trigger volumes when underwater so that players don't get pulled down with sinking ships
1 Year Ago
Compile fixes, manifest, codegen, test scene
1 Year Ago
Use crouch collider height while swimming. Fixes not being able to get through doors of tugboats that are on a steep angle under the sea.
1 Year Ago
Only play video when hovering package
1 Year Ago
Merge from main
1 Year Ago
Don't request the server emoji list if the server is running a protocol <= 2398 Temporary fix to prevent any unhandled RPC's when we merge emoji to main and don't bump the network version
1 Year Ago
Merge from main
1 Year Ago
Fixed pixelation flicker glitch on WeaponRackLight
1 Year Ago
Flashbang, F1, Beancan & 40mm underwater boom size adjustments.
1 Year Ago
S/M/L explosion FX variants for the underwater portion as well.
1 Year Ago
Prevent MaterialReplacement from being added in PrefabPreProcess if InstancedMeshFilter is attached Start with to handle workshop skins
1 Year Ago
Add a loading screen Style improvements
1 Year Ago
Update .gitignore Disable C4005, error on C4840 Fixed some warnings Prevent display of concommands in gamemode settings Do not run OnRequestFullUpdate outside of main thread Defer gamemode loading until all other components are loaded Do not use obsolete API for DNS resolution
1 Year Ago
v_toolgun: updated blockout
1 Year Ago
Better emissive texture for supermarket/rocket launch office ceiling lights Fixed position and sizes of the supermarket ceiling lights
1 Year Ago
Fixed the materials of the Pumpjack
1 Year Ago
Iterate, make WaterRipple a custom sceneobject so we can fetch depth from it and only render when visible
1 Year Ago
Leaderboard API test
1 Year Ago
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1 Year Ago
Fix glass behaviour being transparent when writing screenshots, flags to shadingmodel to fill alpha
1 Year Ago
Update global_networked_bases/2021
1 Year Ago
Reenable multiview instancing on PS code for now, fixes reflections and lights projecting incorrectly in VR
1 Year Ago
Set default value if property does not exist in AddDictionaryPropertyInt as we do in AddDictionaryProperty<T>
1 Year Ago
Convert rug, landmind & floor spikes
1 Year Ago
Right click option will handle multiple selected prefabs