161,643 Commits over 4,597 Days - 1.47cph!

17 Days Ago
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17 Days Ago
Taper river terrain with smooth slopes when monument terrain blend would otherwise dig terrain out
17 Days Ago
merge from updaterequired_improvements
17 Days Ago
merge from main
17 Days Ago
Tweaked wording
17 Days Ago
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17 Days Ago
L and U stairs rotatable after placement
17 Days Ago
Add state deleting + better state add popup
17 Days Ago
Merge from weaponrack_posing_optim. Flatter hierachies, less parent switching, less gameobjects. Misc fixes
17 Days Ago
meta file
17 Days Ago
merge from scrap_king_buildingskin_dlc
17 Days Ago
Fixed rotation and flip checks not taking final rotation into account Fixed flip resetting the 10min window Demolish option now says You need building privilege when trying to demolish a block in a building with no TC
17 Days Ago
Fixed skull trophies invisible in the skin viewer
Rin
17 Days Ago
Improved DPV radial menu. Now shows Mount, Fuel, Pickup Condition isn't removed when picked up Doubled acceleration speed Reduced fuel per second 0.15 > 0.08 Reduced idle fuel per second
17 Days Ago
merge from main
17 Days Ago
merge from main
17 Days Ago
fixed camera anims not working
17 Days Ago
Fixed demolish option showing Building blocked when you can still build Now shows a toast like the other option when selected when disabled
17 Days Ago
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17 Days Ago
Merge from main
17 Days Ago
Recreating the render pipeline on a graphics device reset to prevent issues with render textures being uninitilized when loading RenderDoc
17 Days Ago
Predicted dropped grenades now inherit velocity and spin from the viewmodel
17 Days Ago
Merge from main
17 Days Ago
polish pass on customiser walk in animation
Rin
17 Days Ago
Updated Alien Costume description Swapped Manor and Cultist tile descriptions
17 Days Ago
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Rin
17 Days Ago
committing a bunch of .meta files that won't go away
17 Days Ago
merge from vcc
17 Days Ago
Fixed an issue with AutoExposure that was causing the scene view to go black in the editor when loading RenderDoc
17 Days Ago
Additional diagnostics
17 Days Ago
Collapse odd verts on LOD borders to handle seams, removes need for multiple meshes Give terrain inspector better sliders per LOD and more info Improve terrain cell snapping and padding with the other mesh topologies
17 Days Ago
Merge from hempcolourblind
17 Days Ago
Inverted the mask of the hemp accessibility tint, only affects the bud now Did a big clean up, impostors don't show the bud so we no longer need an impostor baked per colour setting
17 Days Ago
Show the blocked reason in a toast if blocked when attempting to flip or rotate a block
17 Days Ago
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17 Days Ago
Rotate and flip share the same slot in the pie menu and E/Q switch between them like building skins We merge them together to not break muscle memory and shift the building tiers around
17 Days Ago
Swap net lods to use distance comparisons instead of cells to ensure its consistent between small and large network entity settings
17 Days Ago
Merge from belt_main_priority_stack
17 Days Ago
When right click transferring items from a container only move those items to the belt if there is an unfilled stack that we can fill up, otherwise it will go into the main inventory
17 Days Ago
Added all the mirrored stair skin prefabs Can bake all the meshes and prefabs using Tools > Building Blocks > Bake Mirrored Stairs
17 Days Ago
Added mirrored versions of the L and U stairs - can be flipped with SHIFT + R when deploying - or using the hammer if placed less than 10 minutes ago https://files.facepunch.com/Flavien/oFr7SIxlXyO1eTFm.png
17 Days Ago
Merge from spray_anim_fixes
17 Days Ago
Fixed spraycan becoming unusable until the item is requipped if player sprays at a surface and then quickly looks away Also fixed spraycan 3p spray anim playing twice
17 Days Ago
main -> network_lods
17 Days Ago
- Massive code cleanup - Reduce/remove a bunch of un-needed allocations - Remove some un-needed procedural eye code
17 Days Ago
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17 Days Ago
Merge from double_anim_event_fix
17 Days Ago
Don't allow multiple identical animation events to fire in the same frame on PlayerAnimationEvents We're now running concurrent, identical controllers on a single animator and when they use animation events they are both firing at the same time
17 Days Ago
merge from main
17 Days Ago
Get Linux32 to build for now * Seems there's a VPC bug on Linux that needs investigating