145,887 Commits over 4,413 Days - 1.38cph!

Today
Merge from rain_grace_fixes2
Yesterday
Fix rear turret having incorrect animator time setting
Yesterday
Update: add "CPU Total Frame Time" recorder Tests: ran baseline
Yesterday
Update: add mainthread-only Camera.Render recorder Tests: ran baseline
Yesterday
Fixed "View in hands" button still toggled when exiting and reselecting the same skin
Yesterday
Add logs back for testing
Yesterday
main -> mountable_rollback
Yesterday
Auto close fullscreen skinviewer window if the menu is not open (just in case)
Yesterday
Release and wait for the prefab and world asset scenes to load during bootstrap so the skin viewer can: - load entity and viewmodel prefabs - load bundled skin textures (we've been downloading them from the workshop as a workaround) without needing to be connected to a server (these scenes were held until we start loading in)
Yesterday
Use Jarryds hack to ennsure pt boat turret reload animation doesnt drift from the players reload animation (stupid unity issue)
Yesterday
Increase grace period check tick rate
Yesterday
Renamed edge decals textures Stray meta files
Yesterday
Industrial torch 3p animation updates
Yesterday
merge from main
Yesterday
merge from ballistic_pass
Yesterday
Fix grace after restart.
Yesterday
inital protection pass
Yesterday
Ballstic armor chance to be found in elite, supply drop and hackable crate
Yesterday
Moved body hair cap to main body textures, saves a texture sample
Yesterday
Update: PlayerModelBenchmark - add baseline run (0 models) - change bench naming convention Tests: none, trivial changes
Yesterday
Adding supply signal rig
Yesterday
inital loot pass
Yesterday
Clean: get rid of RecordSampleCount - it duplicates MaxNumberOfFrames Tests: none, trivial change
Yesterday
Industrial torch attack and hit react animation updates
Yesterday
Rework/refcactor calcs. Add convar'd initial offset range. This also means the rotate thruster effects will be visible from the go.
Yesterday
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Yesterday
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Yesterday
Adding smoke grenade refresh viewmodel rig
Yesterday
Improved player model male export
Yesterday
3p jump anim height increase
Yesterday
loot gen
Yesterday
merge from main
Yesterday
Updated the blitter shader to fix missing shader keywords relating to MSAA
Yesterday
Merge from main
Yesterday
protection setup
Yesterday
Yesterday
Make UI_FullscreenSkinViewer a partial so it doesn't break after code gen. Code gen.
Yesterday
ballistic and bdu attire crafting costs (recycle)
Yesterday
dbu uncraftable ballistic attire uncraftable
Yesterday
Yesterday
merge from apartment_complex_monument/prototype -> apartment_complex_monument
Yesterday
Set apartment phones to not require power
Yesterday
Allow `checkoutroom` to checkout other rooms (NPC rooms for example)
Yesterday
Also set apartment room phones as "ApartmentStatic" so you the directory is filled between room <-> room
Yesterday
Industrial Torch - Updated textures, added emmisive texture for UV2, updated on material with emmisive texture, lowered texture resolution
Yesterday
Unsaved changes in large apartment
Yesterday
Ridable horse
Yesterday
Fix placement of phone in small apartment, add to medium & large apartment
Yesterday
Give telephones a random number when apartments are rented (like phones usually work) Add all telephone of active rooms to the directory of the static phones outside the apartment (not every monument, only the apartment monument) - allows you to call rooms that are rented + is one way to see which rooms are currently rented