147,527 Commits over 4,444 Days - 1.38cph!

17 Minutes Ago
Minor cleanup Fix client/server version mismatch Lua errors with halo.lua changes
12 Minutes Ago
Add support to break into rooms with a master key - one time use - takes 10s to break in - gives 5m access - can steal stuff from the rooms in that time - can let yourself out of the room if you are left inside
35 Minutes Ago
Update: use dirty indices for copy Test: none, trivial change
41 Minutes Ago
Glowing Wallpapers - ceiling stars update, initial setup for wall version
44 Minutes Ago
Update: propagate PlayerServerStates down to Antihack methods - updates unit tests for changed API Tests: unit & perf tests, ran around craggy
58 Minutes Ago
Add apartment master lock for breaking into apartments
1 Hour Ago
added reverb settings and zones to all different apartment sizes
1 Hour Ago
1 Hour Ago
Fix OSX compile
2 Hours Ago
defer completion of sculpting GUI collider baking until the next controller's update, it can be done entirely in the background without hollding the main thread
2 Hours Ago
Minor compile warning fixes
3 Hours Ago
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3 Hours Ago
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3 Hours Ago
Remove root transform name from path to gibs, was unnecessary and caused trip ups
3 Hours Ago
oxygen_ui_flicker_fix -> main
3 Hours Ago
Proper fix for dodgy flickering oxygen vitals Caused because we aren't sending as many metabolism updates after the optimizations
3 Hours Ago
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3 Hours Ago
merge from main
3 Hours Ago
pooltable new mesh - texture wip
3 Hours Ago
Cobalt Statue - New collider for the metal parts
3 Hours Ago
Fix monument blockers spawning all their gib stages on death
3 Hours Ago
Disable motion blur because it's still a little broken
4 Hours Ago
Add a simple motion blur implementation
4 Hours Ago
merge from bc_better_scaling
4 Hours Ago
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4 Hours Ago
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4 Hours Ago
Fix gibbable paths on vent cage blocker
4 Hours Ago
frontier hazmat warning spam fix
4 Hours Ago
Merge from ssao
4 Hours Ago
Fixed NaN water heights when the map has no land Skip generation and fill with the open ocean defaults instead (happens on a deep sea with no main land spawned)
4 Hours Ago
fixed frontier hazmat skin constraint setup on right side
4 Hours Ago
Added Deep Sea scene, turns the server into a deep sea
4 Hours Ago
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4 Hours Ago
Bugfix(tests): don't try to manage unit test specific PlayerStates, rely on internal static one (sadface) - also fix ServerOcclusionGroup tests not fully cleaning up players There's an architecture barrier that's hard to push through to support multiple PlayerStates, so keep it simple for now Tests: ran a bunch of unit tests, no longer sporadically failing
4 Hours Ago
fixed mesh lod distance causing texture pop in
4 Hours Ago
Disable BRP AO when using RRP Compile errors fixes Move temporal variables to SSAOApply step only Move RenderPassEvent to after motion vectors to fix temporal filtering
4 Hours Ago
setup BC controller bone retargeting on some assets for proper alignment with playermodel states
4 Hours Ago
cleaned up alignment with player states so that we're not using arbitrary axes, relies on proper bone retargeting of the BC controller
5 Hours Ago
Merge from u6fixes
5 Hours Ago
Change default ADS sensitivity multiplier to 0.2
5 Hours Ago
Potential fix for nav error logged during root motion
5 Hours Ago
Use the new UnsafePass API for the motion vector pass
5 Hours Ago
merge from u6fixes
5 Hours Ago
Gamepad works again. More debug updates.
5 Hours Ago
monumment blocker - vent -- merging gib parts back with main mesh
5 Hours Ago
Merge from new_navmesh_fixes, fix wrong marshalling of bool from C++ to csharp, potentially causing navmesh methods to return true instead of false when they fail, fix agent re-warping to the navmesh in worldspace instead of navmesh space after being re-enabled
5 Hours Ago
cobalt mosaic projected decal, material
5 Hours Ago
Make sure C++ returned bool are marshalled correctly to csharp (1 byte to 4byte int), could cause very hard to track issues
5 Hours Ago
More fixes. Some debug commands.
5 Hours Ago
Cobalt Statue - Moved prefab to the structures subfolder