145,667 Commits over 4,413 Days - 1.38cph!

10 Minutes Ago
Communal area cleanup
1 Hour Ago
m16a2 ao texture updates
1 Hour Ago
further RRP particle/billboard lighting
2 Hours Ago
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2 Hours Ago
Updates to jump W & E
3 Hours Ago
Updated ragdoll limits. improved neck ragdoll and improved downed ragdoll behaviour.
3 Hours Ago
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3 Hours Ago
Merge: from main up to 152363
3 Hours Ago
Update: Allow benchmark to stop after enough samples accumulated - converted PlayerModelBenchmarkScene to run till 1k sampels accumulated - support accumulated sample wraparound (explains weird results I saw previously) Tests: ran player benchmark
3 Hours Ago
Merge from ide_warnings_fix
3 Hours Ago
Fix some compiler warnings being flagged as errors in the IDE
4 Hours Ago
merge from skinviewer_viewmodel
4 Hours Ago
Fixed cart button drawing on top of fullscreen skin viewer
4 Hours Ago
- Give oil dispenser at dome option to only function with an online powergrid, enabled and ran S2P - Ensure all powergrid connected entities receive an initial state refresh upon being spawned
5 Hours Ago
Updated 3p sap anims
5 Hours Ago
Update: Add PlayerModelBenchmarkScene.UseRandomAnims - spawns players with different model states - add a run per lod level with anims (bringing total to 12) In theory should break batching/reuse, but results are a bit too similar(editor overhead?) Tests: ran the scene
5 Hours Ago
update protobufs for multiplayer support
5 Hours Ago
merge from main
5 Hours Ago
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5 Hours Ago
updated BDU shirt fbx to fix clipping with vests. Added conditional meshes to prefabs.
5 Hours Ago
preparing for multiplayer darts setup: convert darts game controller to interface, move + rename controller to singleplayer darts controller and implrement interface
5 Hours Ago
Updating skinning for male underwear
5 Hours Ago
Swapped the RPG viewmodel first ammo prefab so it shows the right one in the skin viewer
6 Hours Ago
tweaked alpha cutouff value on industrial torch materials, remove top lod from world model (entity) and added burst cloth to lod 1 (now lod 0)
6 Hours Ago
Fixed custom lighting staying enabled on top of vm lighting
6 Hours Ago
Update: define player spawning via desired lod level rather than manually placing them Code lifted from editor gives results that don't land on the LOD boundary, but it still fits in the lod level. Tests: checked triangle counts for every lod level, it falls as expected for every stage
Communal areas progress and some new textures
Today
Skin viewer refactoring, moved the input controls to UI_FullscreenSkinViewer Cleanup
Today
merge from fix_hemp_collectable_wind -> main
Today
update apartment_complex_monument/prototype
Today
adjusted torch BC controller position for better rotation adjustments
Today
merge from main -> apartment_complex_monument
Today
Fixed missing face from Rentable Shop F exterior
Today
cherry pick 149555 - BC simulation frame delta fixes
Today
m16a2 textures update
Today
BC pass on the industrial torch VM
Today
Bugfix: convert bench durations from 120frames to 1s Seems to accumulate more data from ProfilingRecorders, but it's sample count doesn't follow linear extrapolation. Weird. Tests: ran the bench scene
Today
SetupPass: supply global_MainLightingAtten for particle/billboard shading
Today
Merge from parent
Today
Merge fixes
Cleanup Make sure its explicitly named/works with only parents Parenting doesnt allow to mountables all the time so going down a pure parenting route catches the cases we need
Today
Merge from main
Today
edited 3p jump anims
Today
Update: rename Perf.PlayerModel scene into PlayerModelBenchmark - Purged it of original setup, instead controlled by a script New bench script spawns 100 nakeds at various LOD levels and measures rendering stats Tests: ran benchmark scene
Today
Fix broken meta file for blue noise 64px, 38
Today
Merge from main
Merge from main
Merge from ioeditor_fix
Fix IO editor GUI consuming all input in Unity 6 Fixes not being able to use right-click to move camera in scene view whilst this GUI is active