147,003 Commits over 4,444 Days - 1.38cph!

18 Days Ago
merge from deformhair_enum_cleanup
18 Days Ago
updated hair sets
18 Days Ago
Updated deformhair value for all head wearables
18 Days Ago
don't treat wearable.deformhair as a bit flag
18 Days Ago
Add "rentallrooms" to see performance impact of fully loaded apartment monument
18 Days Ago
Can only ADS item allowing ADS
18 Days Ago
integrate animation subsystem with 3p animator controller and dartboard
18 Days Ago
Lets try fixing MacOS doing full rebuilds every time Fixed Lua state corruption Minor cleanups + whitespace cleanups Make loading screen dialog have static height again * Simpler, fixes a few issues, potentially helps that one guy who would "Style around the box" on their loading screen. Minor cleanups
18 Days Ago
Added mask conditional meshes to hair sets
18 Days Ago
Removed BoonieHat and MinersHat from DeformHair enum (both can use baseballcap) Added Mask option
18 Days Ago
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18 Days Ago
Lower skinnable paths when we update them during manifest generation, otherwise they log warnings about being slow to spawn.
18 Days Ago
merge from main -> apartment_complex_monument
18 Days Ago
Glass AR - lowpoly model update, material tweaks
18 Days Ago
Attack anims only for melee items
18 Days Ago
Added a cubemap to the skin viewer (based on craggy). The skin viewer viewmodel camera uses that instead of the ingame cubemap, so it works in the menu and the ingame realtime cubemap isnt used It also fixes some issues with some world models using material needing a cubemap
18 Days Ago
NRE fixes when using viewmodels in the skin viewer
18 Days Ago
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18 Days Ago
Fixed note loot panel not saving typed text
18 Days Ago
updating 3p jumping anims
18 Days Ago
Disabled motion blur post process in player preview
18 Days Ago
merge from main
18 Days Ago
merge from lod_baker
18 Days Ago
start on darts animation subsystem
18 Days Ago
Add ProjectileModPartVisibility component which can be attached to BaseProjectile entities, can specify which parts of the worldmodel and viewmodel should be visible/invisible depending on what mods are attached Setup for sight rail on M16A2
18 Days Ago
lod baker: write output textures as tga instead of png
18 Days Ago
More hair conditional meshes
18 Days Ago
Dont allocate a new hashset everytime we jump to a new point on the timeline
18 Days Ago
industrial large furnace - reverted to a single collision material
18 Days Ago
Stop every demo scrub from allocating a new BaseNetworkable list
18 Days Ago
UI tweaks, added examine keybind text
18 Days Ago
Bowless crossbow audio polishing and added sounds
18 Days Ago
removed the material properties
18 Days Ago
s2p on floating city scenes due to new mannequin changes
18 Days Ago
MeshPaintController uses Pointer instead of Mouse when reading input, so it works with both mouses and pens
18 Days Ago
Prefabbed up merged mannequin models, set up LODs and placeholder collision. Replaced old ones in Supplies Barge prefab.
18 Days Ago
small apartment lods
18 Days Ago
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18 Days Ago
industrial electric furnace; - It will now illuminate the small light green when an item is actively smelting inside the electric furnace - When nothing is actively smelting, it will illuminate the small red light - Updated prefab
18 Days Ago
merge from game_room_dlc
18 Days Ago
boomerang_model_dupe_fix -> main
18 Days Ago
merge from main
18 Days Ago
Settings pass on industrial torch
18 Days Ago
Prevent a duplicated Boomerang model (not functional) appearing on the ground if you're killed whilst its returning to you
18 Days Ago
updated the collider for large furnace, added 3 material properties
18 Days Ago
correct IO positions on industrial auto turret
18 Days Ago
merge into main
18 Days Ago
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