138,462 Commits over 4,324 Days - 1.33cph!

8 Days Ago
Fixed ioentity.allow_on_boats convar including Signage
8 Days Ago
Paintable reactive target deployable on boats
8 Days Ago
Fixed non convex mesh colliders for: RF broadcaster, RF receiver, simple light and reactive target
8 Days Ago
merge from main
8 Days Ago
merge from testrunner_editor
8 Days Ago
updated the 'shield bone arm rotation additive' positions for handguns that are used with the shield and made/added 3p shield block pose to playeraniamtion.controller
8 Days Ago
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8 Days Ago
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8 Days Ago
Quick stability hack for testing
8 Days Ago
Update the Standard shader's subshader LOD to 0 as we now only have 1 subshader
8 Days Ago
Flagged all the prefab tests as TestMethodEditor
8 Days Ago
Added TestMethodEditorAttribute, tests that can run in edit mode (or playmode editor) using the TestRunner. Meant for asset validation tests Some refactoring to support the edit mode/play mode branching Added a cancel button to the editor window Fixed the test result time mismatch
8 Days Ago
Merge from naval_update
8 Days Ago
Merge from naval_missions
8 Days Ago
Suggested simplifications for performance capture
8 Days Ago
Boxes DLC - updated meshes and LOD distances for tools and guns boxes, rebuilt manifest
8 Days Ago
Gate behaviour behind new PlayerBoat.DestructibleWrecksEnabled replicated var. Codegen.
8 Days Ago
Deleting old armoured ladder hatch folder
8 Days Ago
Adding missing anim controller file for armoured ladder hatch
8 Days Ago
Handle damage redirect for boat specific deployables.
8 Days Ago
Adding armoured ladder hatch animations and animator + moving armoured ladder hatch content into the main building folder
8 Days Ago
Don't redirect BoatBuildingBlock health info to parent boat if it's a wreck, show the individual block's.
8 Days Ago
Merge from naval_update
8 Days Ago
Merge from main
8 Days Ago
Cleanup bits from last commit Add 'profileNextMissionsValidStateWorkQueue' servervar to generate a performance capture containing the next run of the missions work queue if profling is enabled
8 Days Ago
Merge from hackweek test. Add a DestructibleWreck flag, set it when doors and windows are destroyed. Small refactor.
8 Days Ago
merge from coconut_collider_fix
8 Days Ago
merge from tc_corpse_preventbuilding_fix
8 Days Ago
Fix tool cupboard softcore corpse missing a prevent building volume
8 Days Ago
glass material tweaks and meshes that go alongside, more basic vpaint progress
8 Days Ago
Adding rig for armoured ladder hatch
8 Days Ago
Enabled Read/Write on Coconut Collider to stop error spam
8 Days Ago
codegen again
8 Days Ago
Removed the max cap on the shadow lights convar so it can be increased further for media
8 Days Ago
merge from main
8 Days Ago
Testing changing terrainData heights with different apply methods, and using terrainData heightmap RenderTexture
8 Days Ago
Bypass AI animations again Bypass modular car garage animation
8 Days Ago
Exposed a ShieldBoneArmRotationAdditive field on held entity HoldInfo, applies an additional rotation to the left clavicle while that weapon is held with a shield Applied to m92 for demo purposes
8 Days Ago
Cannonball reload uses l_prop instead of l_hand, readjusted cannonball position to match
8 Days Ago
deepsea.enabled convar default to true (needs to be specified now that its a ReplicatedVar)
8 Days Ago
Fixed import on G note tuba play anim (needs at least 1 frame)
8 Days Ago
Merge from modular_boats_rw
8 Days Ago
Merge from hackweek_boxsorting
8 Days Ago
Merge from fix_grenade_split_world_skin
8 Days Ago
Merge from coconut_collider_fix
8 Days Ago
Merge from collectable_optim_pass
8 Days Ago
Remove server colliders on all plantable berries, corn, potato, wheat, orchid, rose and sunflower
8 Days Ago
Don't strip out animation clips that are being used for root motion on AI (we probably can strip these but it's easier to just include for now)
8 Days Ago
Remade water barrel collider with primitives, it had a non-convex mesh collider
8 Days Ago
Moved all the RegisterSplashable calls from ServerInit to OnDeployed and PostServerLoad so they're correctly flagged as mobile by the grid (parent wasn't set yet in ServerInit)