160,067 Commits over 4,566 Days - 1.46cph!

Yesterday
Updated M1 Garand blockout to match real world dimensions
Yesterday
merge from ramp_deploy_fix
Yesterday
Fixed triangle foundation deployable on top of brutalist ramps
Yesterday
Added FN FAL mesh blockout
Yesterday
Added M1 Garand blockout mesh
Yesterday
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Yesterday
merge from viewmodel_skinning_update
Yesterday
- Cleanup - Fixes stopping treating base player npcs like humans
Yesterday
- 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
Yesterday
Hemp colourblind variants.
Yesterday
merge from stoneframe_colliders_fix
Yesterday
merge from skinviewer_bg_fix
Yesterday
merge from ramp_deploy_fix
Yesterday
merge from buildingblock_overhangs_fix
Yesterday
merge from parentedwires_fix
Yesterday
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
Yesterday
Ensure global map markers skip the LOD system
Yesterday
merge from skull_trophy_fixes
Yesterday
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
Yesterday
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
Yesterday
merge from viewmodel_skinning_update
Yesterday
All floor frame and triangle floor frame skins of the same grade now share the same collider
Yesterday
Added editor test checking that all frames skins of the same grade share the same collider
Yesterday
Fixed being able to codelock the carvable pumpkin
Yesterday
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
Yesterday
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
Yesterday
Fix graveyard fence col import settings
Yesterday
Yesterday
scrap king; - gib tweaks - prefabs updated
Yesterday
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Yesterday
the purifier now uses water_desalinator_LOD1 as its guide mesh until we update to use the newer deployer sytem that can use prefabs
Yesterday
Merge from render_pipeline_testing
Yesterday
Added a check to AmbientLightLOD to ensure we don't force disable shadows when it also has a LightLOD component on the same object
Yesterday
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Yesterday
scratch petting animation polish pass on vm
Yesterday
Cherrypicked 168720 168721 168722 + auto trim urls in store images
Yesterday
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
Yesterday
Merge from main
Yesterday
Merge from main
Yesterday
merge from boat_test_cleanup
Yesterday
switched fixed wait to polling with timeout, takes 2s off another test
Yesterday
removed most low-quality playerboat tests from CI, fixed small bug in one
Yesterday
Minor code cleanup
Yesterday
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Yesterday
Merge from render_pipeline_testing
Yesterday
Merge from main
Yesterday
Remove UI grabpass and BIRP only code from UI blur shaders
Yesterday
Apply fog to RRP underwater window in forward pass
bot
Yesterday
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Yesterday
Invoke via a UI button, very WIP