136,916 Commits over 4,324 Days - 1.32cph!

6 Months Ago
Merge Indirect Instancing
6 Months Ago
Merge: from baseplayer_serverupdateparallel - Fixes NRE when UsePlayerUpdateJobs 1/2 is enabled Tests: unit tests
6 Months Ago
Merge: from main Tests: compiles in editor, player cache unit tests
6 Months Ago
Removed LightOccludee on chandelier lights, not supported on dynamic lights
6 Months Ago
Changed chandelier protection
6 Months Ago
Bugfix: UsePlayerUpdateJobs 1/2 - use correct indices when filtering out disconnected players - Added a unit test to validate BasePlayer.FilterInvalidPlayers works correctly Tests: ran new unit test
6 Months Ago
Ceiling light and ceiling fluorescent light use the same max deploy angle and deploy layers
6 Months Ago
Fix indirect instancing tools never actually applying material changes. (Again, because I love Plastic but it doesn't love me back)
6 Months Ago
Added farm sign to farm kiosk
6 Months Ago
Remove Standard+Wind from the list of supported shaders for indirect instancing as it caused some foliage to be rendered white.
6 Months Ago
Revert instancing flags on materials that were using Standard+Wind to their original state.
6 Months Ago
merge from decor_lighting_dlc
6 Months Ago
merge from main
6 Months Ago
Fixed chandelier bounds issue preventing wiring
6 Months Ago
Added a game tip explaining you can adjust the spotlight rotation using a hammer
6 Months Ago
merge from buried_item_null_checks
6 Months Ago
Add null checks for buried item creation.
6 Months Ago
Anim update for sks and l96
6 Months Ago
Rebase on /main
6 Months Ago
Enabled default indirect lighting implementation when in prefab edit mode as the deferred indirect lighting script won't be present
6 Months Ago
Use CanBuild instead of IsBuildingAuthed for the spotlight rotations
6 Months Ago
Merge from foliage_instancing
6 Months Ago
Fixed an issue where spatial environment volumes were being registered to be rendered when they shouldn't have been
6 Months Ago
merge from pilot_hazmat_dlc
6 Months Ago
Deleted pilot hazmat cinematic folder
6 Months Ago
Merged from parent
6 Months Ago
Rebase on /main
Rin
6 Months Ago
Added small power substation
6 Months Ago
Create separate materials for foliage placements/instancing
6 Months Ago
More splat set stuff.
6 Months Ago
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6 Months Ago
Progress
6 Months Ago
Merge from main
6 Months Ago
Place entrance & exit ports based on the loot direction of the map - entrance to deep sea should be on the T2 side of the map - exit out of deep sea is on the "opposide side" so you enter & exit into one continious ocean - example: leave left side of map, enter on right side of ocean
6 Months Ago
update deep_sea/portals
6 Months Ago
Include all the other prefabs updated when generating manifest
6 Months Ago
Update manifest
6 Months Ago
Fix compile errors
6 Months Ago
Update protobuf
6 Months Ago
Commit AK FBX that keeps being reserialized
6 Months Ago
merge from deep_sea/portals -> deep_sea
6 Months Ago
Codegen
6 Months Ago
merge from naval_update -> the correct `naval_update/deep_sea` branch
6 Months Ago
Codegen after merge
6 Months Ago
Merge from s2p_flatten
6 Months Ago
Run scene2prefab (skip HLOD)
6 Months Ago
merge from naval_update -> deep_sea