139,701 Commits over 4,505 Days - 1.29cph!

6 Days Ago
pooltable - adjusted wide deploy volume to prevent getting stuck when dismount on short side
6 Days Ago
pooltable - added corner floor guides to help with placement inside bases
6 Days Ago
set up viewmodel renderer
6 Days Ago
Updated description
6 Days Ago
removed unused model prefab
6 Days Ago
Thruster buttons
6 Days Ago
new rock sculpture model and temp ao/normal textures. scale broken
6 Days Ago
Update: add a bunch of perf counters to try to track down the spike source - slightly amend Enqueue to help progress swap before creating a new segment if it failed The spikes are from GC collection events, likely triggered by excessive trashing of segments(after 10 runs - 106 created, 97 trashed) Tests: ran AllocDeallocMTShortLived(32, false) perf test
6 Days Ago
merge from uibindings_nre_fix
6 Days Ago
Fix attempt for the UI bindings NRE spam
6 Days Ago
Control screen wip
6 Days Ago
jukebox - added gibs - updated material and prefab
6 Days Ago
Dismount the player from the pooltable if theres no ground beneath them
6 Days Ago
pool: add more profiling everywhere
6 Days Ago
Offline screen finished. Removed some now dead UI code.
6 Days Ago
Bar Wallpapers - fixes and renames
6 Days Ago
assigned concrete physics mat to block
6 Days Ago
R/W satellite_crashed_col
6 Days Ago
Cooldown screen wip
6 Days Ago
merge from crafting_stall_fix
6 Days Ago
fixed clipping issues with barstool mounts
6 Days Ago
Fixed the 1s client stall when opening the crafting menu for the first time We now warmup the steam item definitions when they load, so the first ItemDefinition.skins2 call hits cached properties instead of doing thousands of cold native Steamworks calls (caused by the PlayerBlueprints.HasUnlocked recent optims)
Rin
6 Days Ago
Added heavy fuse spawn to crate_normal and crate_normal2 Removed spawns from LootSpawn.RadTown1 and LootSpawn.RadTown2.
6 Days Ago
merge from main
6 Days Ago
Locked screen finished
6 Days Ago
Merge from PMM
6 Days Ago
updated the pipe_hole mesh to be shaped more like junkpiles mounds
6 Days Ago
back from trip, big merge from main
6 Days Ago
fixed gas station interior LOD1 borked material assignment underground
7 Days Ago
Livestok animals now flee if a loud noise like a gunshot is heard nearby
Rin
7 Days Ago
Another heavy fuse loot table pass
7 Days Ago
Fixed missing interact collider on lamb Fixed following behaviour not working due to grazing taking priority If an animal is hurt while being led they will forget about who they were following after they flee
7 Days Ago
Aging boilerplate Expose a TimeToGrow field on livestock, when this time is reached they are replaced with a provided next stage prefab If no next stage is provided then the animal is just killed (old age?) Added livestockanimal.ageuplivestock that will age up the nearest animal with 20m
7 Days Ago
Lamb setup Fixed prevent building volumes too large on all livestock
7 Days Ago
Sheep hitboxes
7 Days Ago
Created a tool to copy hitbox definitions from one skeleton to another with an optional scale multiplier (not needed in this case as the animator root is scaled, not bones) Set up calf hitboxes
7 Days Ago
Fixed hitboxes on cow
7 Days Ago
Merge from main
7 Days Ago
Merge from powergrid
7 Days Ago
pool table sounds first pass
7 Days Ago
Merge from redirect_crafting_fix
7 Days Ago
dart board sounds first pass
7 Days Ago
Rock sculpture impact fx & related files.
7 Days Ago
Fixed item crafting not accepting redirect skins as ingredients Fixes not being able to craft a stone spear with a NY wooden spear
7 Days Ago
Fixed those gas station fixtures.
7 Days Ago
Steeper satellite crash terrain overlay, for better hill support.
7 Days Ago
Merge from CompassShieldViewmodel
7 Days Ago
Jukebox particle fx now plays in time with music
7 Days Ago
Jukebox cast lighting
7 Days Ago
Commit progress New StagedRendererLOD component for staged destruction entities which supports renderer and material swaps between destruction stages and LOD levels Custom inspectors for StagedRendererLOD and StagedDestructionEntityInfo Seems to work, need to migrate data from existing prefabs to new serialized fields