145,825 Commits over 4,413 Days - 1.38cph!

Just Now
Merge from main (no conflicts)
12 Minutes Ago
Fixes
34 Minutes Ago
Merge from main
35 Minutes Ago
- Add settings for emission colour to entity colour lookup asset - Allow spraycan color change component to set which shader properties it should target - Spraycan color change component now handles present EmissionToggle components on its target renderers
1 Hour Ago
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1 Hour Ago
merge from beenie_deformhair_enum
1 Hour Ago
midlength capmask update
1 Hour Ago
riot helmet uses beanie deformhair
1 Hour Ago
More beanie conditional meshes
1 Hour Ago
Updated appropriate headwear to use beanie deformhair
2 Hours Ago
mid-length beanie conditional setup
3 Hours Ago
set up weapon charms on bowless_crossbow and m16a2
3 Hours Ago
unity 6 VolumeManager fixes
3 Hours Ago
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3 Hours Ago
merge from main
3 Hours Ago
charms meta files
3 Hours Ago
Added beanie option to DeformHair enum
4 Hours Ago
Industrial Torch - Updated view and world models with changes to UV2 for emmision, cropped emmisive filament texture
4 Hours Ago
merge from fix_guid_null_error
4 Hours Ago
merge from fix_texture_analyzer_atlas
4 Hours Ago
DeployGuides: more explicit depth/stencil format
4 Hours Ago
optimize depth buffer formats used by water render targets, post opaque depth RT needs no depth at all
4 Hours Ago
merge from ceiling_gold_stars_rotation
4 Hours Ago
merge from Fix_odd_deployguides
4 Hours Ago
merge from fix_ballistic_vest_description
4 Hours Ago
industrial_dlc -> main
4 Hours Ago
PlayerRigUpdate2 -> main
4 Hours Ago
m16a2 -> main
4 Hours Ago
initial setup of 2 player darts - refactored the board to be able to instantiate either singleplayer OR 2player darts. singleplayer has leaderboard, 2p does not. - added interact menu options for starting 1p/2p darts games, as well as options for ending games early - games no longer end/start when you mount the mountable, you need to use the menu options and then players can mount when it's their turn. - first pass on 2p game controller
4 Hours Ago
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4 Hours Ago
Minor changes Try to scale NPC eye pupils with head/model scale * Seems to kinda work? Inflator tool tweaks * "Fixed" it being able to hit NPC bounding box (Made it ignore hull traces entirely) * Added replacement material for the effect that supports transparency * Updated the inflator effect so you are able to see what you are doing. It will also look different between inflating/deflating TTT: Use replicated convars instead of global nwvars (Community PR) Add another text step in loading when connecting to servers Mine changes with font code
5 Hours Ago
Define floor network groups as bounds in the apartment building prefab
5 Hours Ago
Start adding ability for custom network groups in apartment monument - group ids 10 - 19 reserved for apartments - once you enter inside the apartment you subscribe to the overall apartment building network group - each floor has it's own network group - only subscribe to the network group based on the floor you are on (primitive initially, can allow you to subscribe earlier so you don't see popping on elevator)
5 Hours Ago
Add new method of setting flags, mark old one as obselete Update all usages of now obselete SetFlag to use new method
5 Hours Ago
WIP torch stuff.
5 Hours Ago
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6 Hours Ago
convert depth-stencil format from TextureDesc to RenderTextureDescriptor more directly
Today
updated m16a2 textures
Add some hand blend in at the end of reload animations. Not perfect but substantially better than what it was
Today
fix for 3p compound bow firing
Today
merge from skinviewer_viewmodel
Today
Fixed viewmodel camera missing depthTextureMode swap based on Effects.requireMotionVectors
Today
Glass AR - final bake, wip textures, material tweaks
Today
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Today
Industrial Torch - Updated view and world models with new UV2 and misc geo changes for better support of emmissive effects