161,522 Commits over 4,597 Days - 1.46cph!

16 Days Ago
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16 Days Ago
Bunch of fixes
16 Days Ago
Updated M1 Garand blockout to match real world dimensions
16 Days Ago
merge from ramp_deploy_fix
16 Days Ago
Fixed triangle foundation deployable on top of brutalist ramps
16 Days Ago
Added FN FAL mesh blockout
16 Days Ago
Added M1 Garand blockout mesh
16 Days Ago
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16 Days Ago
merge from viewmodel_skinning_update
16 Days Ago
- Cleanup - Fixes stopping treating base player npcs like humans
16 Days Ago
- Add player support - Add two seperate controls: one to decide off/on without globals/on with globals, another to control how much players are included in the lods: off/on only at far distances/on
16 Days Ago
Hemp colourblind variants.
16 Days Ago
merge from stoneframe_colliders_fix
16 Days Ago
merge from skinviewer_bg_fix
16 Days Ago
merge from ramp_deploy_fix
16 Days Ago
merge from buildingblock_overhangs_fix
16 Days Ago
merge from parentedwires_fix
16 Days Ago
merge from siegeweapon_misc_fixes
16 Days Ago
merge from microphonestand_unfiltered
16 Days Ago
Fixed ramps being blocked by a ramp up to 3m above them, even through a floor Before: https://files.facepunch.com/Flavien/HBY2KuTgRqaGSCaS.png After: https://files.facepunch.com/Flavien/Zn3TXA05xInRni5i.png
16 Days Ago
Ensure global map markers skip the LOD system
16 Days Ago
merge from skull_trophy_fixes
16 Days Ago
Fix all four skull trophy variants looking the same Fix skull trophies never updating their visuals (whether a skull is inside or not, and nighttime visuals) Improve colliders across all variants since they are different sizes, add glass phys material to the jar variants
16 Days Ago
Support for LODs on global networked entities - map them to a large size grid based on position and evaluate LOD level from there Setting to ignore network LODs
16 Days Ago
merge from viewmodel_skinning_update
16 Days Ago
All floor frame and triangle floor frame skins of the same grade now share the same collider
16 Days Ago
Added editor test checking that all frames skins of the same grade share the same collider
16 Days Ago
Fixed being able to codelock the carvable pumpkin
16 Days Ago
All stone frames now use the same mesh collider Fixes triangle roofs being blocked by stone frames depending on their orientation https://files.facepunch.com/Flavien/frame.png
16 Days Ago
Clean: remove editor-only extra memory estimator for pooled containers (memory_overhead_tracking_enabled) - codegen I haven't used it in 1+ years since adding it, so no need for extra complexity Tests: editor compiles
16 Days Ago
Fix graveyard fence col import settings
16 Days Ago
16 Days Ago
scrap king; - gib tweaks - prefabs updated
16 Days Ago
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16 Days Ago
the purifier now uses water_desalinator_LOD1 as its guide mesh until we update to use the newer deployer sytem that can use prefabs
16 Days Ago
Merge from render_pipeline_testing
16 Days Ago
Added a check to AmbientLightLOD to ensure we don't force disable shadows when it also has a LightLOD component on the same object
16 Days Ago
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16 Days Ago
scratch petting animation polish pass on vm
16 Days Ago
Cherrypicked 168720 168721 168722 + auto trim urls in store images
16 Days Ago
Fixed square roof side overhangs blocking foundations placed beside them Before: https://files.facepunch.com/Flavien/foundation_before.png After: https://files.facepunch.com/Flavien/foundation_after.png
16 Days Ago
Merge from main
16 Days Ago
Merge from main
16 Days Ago
merge from boat_test_cleanup
16 Days Ago
switched fixed wait to polling with timeout, takes 2s off another test
16 Days Ago
removed most low-quality playerboat tests from CI, fixed small bug in one
16 Days Ago
Minor code cleanup
16 Days Ago
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16 Days Ago
Merge from render_pipeline_testing
16 Days Ago
Merge from main