249,999 Commits over 3,959 Days - 2.63cph!

2 Months Ago
Priority Refactor, didn't make much sense to do it this way
2 Months Ago
Adhere to RootPanel Priority when rendering overlays
2 Months Ago
switched out ddraw hitguide for basic prefab setup and added some lerping to target pos to offset delay from interaction tick rate
2 Months Ago
Revert "Fake Ip p2p socket test" This reverts commit f3bece1dc379452f19b89fad20a1676149deb71a. Extra debug convars
2 Months Ago
Update: Factor out profielr exporting logic to a separate script - Also cleaned up a couple log outputs, as the collection seems sensible - Cleaned a couple already-done TODOs Tests: Did an export from editor and standalone server (6k size, 0 pop), loaded in perfetto
2 Months Ago
[pick] GetBindlessRWTextureXXX if compute shader
2 Months Ago
IsCloudInstalled doesn't care about versions by default Skip installing remote package if there's already an installed version by default, always download when explicitly installing/updating etc Remove manual package install button fix log interpolation
2 Months Ago
fix smoke1.vtex
2 Months Ago
Sound Occlusion traces now follow the rules of the "sound" collision group, which defaults to only collide with "solid". Fix ProjectSettings.ReadWithFallback not running JsonUpgraders on old meta fallbacks
2 Months Ago
Fake Ip p2p socket test
2 Months Ago
Starting UI options
2 Months Ago
VirtualCursorSystem - work relative to screen size
2 Months Ago
Fixed pulling and pushing siege tower
2 Months Ago
impact fx updates
2 Months Ago
showing some visual feedback on where player will chip into the sculpture if they're holding a weapon with a compatible damage type (just ddraw for now)
2 Months Ago
particle.rework wip scene
2 Months Ago
merge from main - RC
2 Months Ago
Clickable class is prioritized, fix modal system NRE, reduce panel traversal block size
2 Months Ago
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2 Months Ago
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2 Months Ago
Async upload
2 Months Ago
siege_weapons -> Aux2
2 Months Ago
Fixed battering ram wheels LOD not set to dynamic Increased culling range
2 Months Ago
Ensure you cant lead a horse thats towing a siege weapon
2 Months Ago
Renamed [Expand] -> [WideMode] with optional parameter to hide the label completely
2 Months Ago
Battering ram door fixes, will need more work later
2 Months Ago
Horse will send detach packets on death if towing an entity
2 Months Ago
Missing prefabs
2 Months Ago
- Removed siege tower door - Siege tower door socket setup (so players can place own doors)
2 Months Ago
merge from horse_yoke_tests
2 Months Ago
Updated skeleton in horse ragdoll Added siege harness to horse ragdoll (hidden by default)
2 Months Ago
updated metal shield admire animation transition on metal shield animator
2 Months Ago
Shadows
2 Months Ago
Adding updated siegeharness to testridable
2 Months Ago
proper scale removed antiquated blockout mesh
2 Months Ago
Terrain & terrain overrides
2 Months Ago
Undo: removing ignore.conf accidental submit Tests: none
2 Months Ago
Update: ServerProfiler snapshot now contains full names for scopes Tests: opened the new profile in perfetto
2 Months Ago
4 shot mini crossbow viewmodel mesh
2 Months Ago
merge from main - attempting check-in fix
2 Months Ago
prefab adjustments and cleanup
2 Months Ago
Make tests compile (still need to be fixed) Fix regression caused by typo Remove obsolete transforms Get rid of detail nav mesh and other memory improvements Removes detail mesh and also cleans up polygon mesh after detour navmesh creation. Once we have the detour nav data the polygon mesh isn't needed anymore.
2 Months Ago
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2 Months Ago
Particles
2 Months Ago
wood impact fx
2 Months Ago
Textures
2 Months Ago
recalculating nrender bounds properly after vertices and indices assignment
2 Months Ago
giving mesh the same name as its entity
2 Months Ago
corrected entity bounds
2 Months Ago
Gesture pack description