136,754 Commits over 4,444 Days - 1.28cph!

15 Days Ago
Merge from main
15 Days Ago
Play a sound when you toggle the flash mode on the camera
15 Days Ago
Commenting out newer RRP bloom code that isn't currently in use and converted BRP Bloom's intensity from a clamped float parameter to a regular float parameter
15 Days Ago
Configured bloom settings for all RRP volumes
15 Days Ago
merge from fix_baseentity_query_nre -> main
15 Days Ago
monument blocker vent - renamed collision meshes, removed non-entity object
15 Days Ago
Added support for BRP bloom in RRP
15 Days Ago
When taking a picture show a black screen if you're not using flash and a white screen if you are
15 Days Ago
Fixed camera flash being off to the right
15 Days Ago
better scale handling, handles scale outside of direct controller->origin transform chain, with early exit to avoid extra work on non-scaled chains (majorative case) - also improvements to FrameUpdate overhead
15 Days Ago
initial folder setup
15 Days Ago
merge from sprinting_footsteps_update
15 Days Ago
merge from player_corpse_no_buoyancy_assigned_fix
15 Days Ago
merge from bowless_crossbow
15 Days Ago
merge from parent_projectile_validation_on_default
15 Days Ago
Optim: ServerCachePlayerInfo - avoid transform access when recaching player center Tests: none, trivial change
15 Days Ago
merge from clothing_mannequin_wearable_fix
15 Days Ago
merge from vending_purchase_clamping_fix
15 Days Ago
merge from demo_window_auto_refresh
15 Days Ago
merge from pool_analyzer_non_caching_methods
15 Days Ago
Deleted FrogBoots_Charm_Old, seems to no longer be used anywhere
15 Days Ago
Stripped bind subsurface profile components from all charms (inherited from basecharm) Deleted FrogBootRubber SSP
15 Days Ago
merge from attachment_charms
15 Days Ago
Fixed Attachment.UpdateVisibility NRE
15 Days Ago
merge from main
15 Days Ago
Toggle the charms MeshCull components instead of changing the distance when switching to viewmodel mode
15 Days Ago
Bugfix: separate position-dependent and other player state caching It was possible that for a couple frames cached player state would be incorrect Tests: none
15 Days Ago
WIP on expanding MeleeWeaponAnimationSubSystem to actual weapons Add Throwing support
15 Days Ago
Subtracted 154204
15 Days Ago
Merge from satellite_crash
15 Days Ago
Compile fix
15 Days Ago
The Demos window refreshes automatically when opened so you dont have to press the refresh button every time
15 Days Ago
Add simple demo loot room to powerplant locked behind a powered powergrid Revert making CardReader and ElectricSwitch themselves powergrid entities, ElectricGenerator suffices and and is simpler
15 Days Ago
Merge from main
15 Days Ago
Merge from satellite_crash
15 Days Ago
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15 Days Ago
Add control computer to launch site.
15 Days Ago
monument blocker - vent - updated manifest
15 Days Ago
Bumped skin viewer viewmodel camera near clip plane to 0.05, fixes clipping with ak handle
15 Days Ago
Add control computer static variant. Immortal, no monument info, no pickup, etc.
15 Days Ago
Fix compile error
15 Days Ago
Make sure path is reset / agent position is reprojected even when we are removing a null entry from the pausingSources, fix the warp not working when on a moving navmesh
15 Days Ago
apartment_complex_core prefab refactoring, organising set dressing groups per floor simplified some props prefabs to reduce amount of transforms
15 Days Ago
Merge from satellite_crash
15 Days Ago
Merge from main
15 Days Ago
Merge: from server_player_refreshcolliders_optim (previously jobs3_...) - Optim: avoid water queries when refreshing connected player colliders Tests: On Craggy, ran around, sawm and crouched - could see gizmo size change
15 Days Ago
Optim: use cached swimming results instead of new water queries when refreshing player's collider Tiny savings(~1 micro per player), but every bit helps Tests: ran around craggy, went swimming, crouched - saw collider gizmo size change
15 Days Ago
Make the 4x multiplier a convar. Codegen.
15 Days Ago
monument blocker vent - setup entity, updated manifest
15 Days Ago
Increase the size of the billboard 4x over phase1. Add perspective compensation to billboard so it doesn't appear larger in the corners of screen.