143,507 Commits over 4,383 Days - 1.36cph!

Just Now
Triangle bug splash test fixes Moved one turretpod case to trianglebug
Just Now
merge from automated_testing
6 Minutes Ago
Fixed issue with some shadows remaining enabled for lights that shouldn't have them when shadow caching is enabled
22 Minutes Ago
Set legacy shelter door and wooking workbench bbq owner id when spawning
31 Minutes Ago
removed dummy from hierachy and re exported fbx
31 Minutes Ago
vendingmachine_updateammocount_nre -> main
31 Minutes Ago
Properly fix the bug
31 Minutes Ago
merge from main
34 Minutes Ago
Update animator to include blend trees
34 Minutes Ago
merge from main
34 Minutes Ago
Fixed tutorial completed commands not running quietly
35 Minutes Ago
Fix update ammo count nre
35 Minutes Ago
merge from automated_testing
36 Minutes Ago
merge from automated_testing/raiding
41 Minutes Ago
Another raiding test and some inspector tweaks
47 Minutes Ago
Updating ballistic armour and bdu set skinning
47 Minutes Ago
main -> server_browser_update_2
55 Minutes Ago
Finally fixed the flaky raiding tests
58 Minutes Ago
Optim: rewrite Pool to use ConcurrentBag(many mutexes) instead of single mutex Fails unit tests, but not going to focus on fixing it just yet - want to make it faster first. ST avg: 0.88781ms MT avg: 3.1281ms Tests: ran perf tests
1 Hour Ago
Update(tests): add TestMTPressure unit test Wrote it cause my ConcurrentBag based pool is misbehaving Tests: ran new unit test
1 Hour Ago
exported edited 3p drop/pick up item anims, linked to player controller animator and set speed anim to 1
1 Hour Ago
Use SelectableLabel in the test runner window details panel so we can copy text there too Added copy name/copy details context menu
1 Hour Ago
Partially fixed the issue with shadows not swapping to closer lights when shadow caching is enabled
1 Hour Ago
Update(tests): pool now has a runtime switch to disable editor-only safety logic, so that perf is more apples-to-apples ST avg: 1.0358ms MT avg: 13.6264ms Tests: ran perf tests
1 Hour Ago
- Updated stance idle clips with new 3p rig upperbody clips (so these make sense when debugging between the player animator and an override) - Ran animator override updater (updated 150 override controllers)
1 Hour Ago
Merge from main
1 Hour Ago
Merge from main
1 Hour Ago
kiosk C - addressed feedback, added collision & lods
2 Hours Ago
Added context menu to test case and fixtures in TestRunnerWindow - Open source file - Copy CTRL+C also works
2 Hours Ago
Update to vm camera animation to remove shoulder clipping
2 Hours Ago
re-organised marketplace lighting objects into a lighting layer - not made external yet
2 Hours Ago
Merge from main
3 Hours Ago
Added ParameterDisplayName in test results and test lists, let us format struct parameter in a nicer way
3 Hours Ago
Raiding tests fixes Added impact pos prediction and splash radius gizmos
3 Hours Ago
Updated the EmissionToggle script to check whether the MPBs for the renderers have changed before attempting to set the emission value. This fixes an issue where renderers would have the incorrect MPB when coming back into network range
Rin
3 Hours Ago
merge from save284 - Staging wipe!
3 Hours Ago
some more marketplace work
3 Hours Ago
merge from mortar_prototype
Rin
4 Hours Ago
save++ persistance++
4 Hours Ago
Fixed [Button] attributes not working on animation sub systems Added PlayFromStart method to PlayerAnimationHandle Added a new TwoAxisOneShotBend aniamtor sub system, should replace the reactions layer on the animator entirely
4 Hours Ago
merge from workbench_upgrades
4 Hours Ago
merge from workbench_upgrades/balance
5 Hours Ago
Added IsPlaying and NormalizedTime accessors to OneShotAnimationSubSystem OneShots now start paused, makes debugging easier Don't show the self component in dropdowns
6 Hours Ago
Merge from AnimationSubSystems
6 Hours Ago
Revert playground
Today
Hooked up telephone animation on deployable telephone Removed OnPhone state and parameter from player animator
Today
Compile fixes
Today
Better node view
Today
Better visualise handles of sub systems in the list view
Today
Allowed binoculars to be placed on weapon racks