138,974 Commits over 4,474 Days - 1.29cph!

Today
Added sounds for the gas pump
Today
Fix stack overflow in navmesh save, stackallow is not scoped to for loop but actually methods, also use writer.BaseStream.Write instear of writer.Write because the latter copies and allocates in Unity... Also fix potential bug in the way we check for null tiles
Today
Move scanlines to base
Today
Hash ddraw object IDs from string to int client-side (behaviour remains the same) https://files.facepunch.com/raul/1b2711b1/27_19-54-DopeyZooplankton.mp4
Today
Scaling
Today
Common/bg wip setup
Today
Soundwaves Nixed fresnel from the emissive for aliasing purposes.
Today
Delete unused details panel
Today
WIP
Today
merge from main
More minor work
Today
Merge from satellite_crash
Today
Default require_powerplant to true. Stays false in editor for easier satellite testing.
Today
Merge from satellite_crash
Today
Finally fixed the mounting-backwards bug. That took longer than it should have.
Today
Adjusted powerline pole ladder collider to be able to climb it from any sides Updated side wire colliders to use GameTrace so players can climb through but shoot it Disable ladder collider if powerline pole does not have an IO box, no more require looking at the collider when climbing
Today
merge from darts_game
Today
darts polish & fixes - fix scoring not calculating properly - integrate effects from petur: dart puff, bullseye hit, win game - change default accuracy velocity threshold 0.03 -> 0.05 - fix winning game adding another score line at the end
Yesterday
merge from sculptures
Yesterday
merge from main
Yesterday
merge from sculptures/lods
Yesterday
refactored out persistent vertices/indices in the generator for TempJob allocated lists, virtually free and allows parallel LOD marches
Yesterday
- Make appearance and animation windows movable (mostly refactoring to make all utk rust windows movable) - Create keyframes for current zoom/focal length when placing dolly cameras. - Fix NRE from cloning players - Fix not being able to use convars directly in demoui2, no longer prioritizing the options menu. - Maybe fix the dlaa/dlss crash, needs more testing
Yesterday
initial LOD setup - using box sampling at mip levels to generate meshes from the same data using smaller grids, only generating 2 lods because it turns to nothing after that many. Can get tri count in the region of 9k->2k->0.2k
Yesterday
Fix triangle planters not snapping to triangle floors testlist
Yesterday
Bar Wallpaper - updated textures and icon
Yesterday
merge from HAB_armour_health_fix
Yesterday
Fixed placement of wooden barricade and barbed wooden barricade. Raised notInSphere checks that were preventing placement. Tightened bounds setup so the tests still pass. Tested placement on terrain and construction in editor
Yesterday
Made corridor stop transition pieces wider to account for train stations of different widths
Yesterday
More prefab cleanup
Yesterday
merge from fix_cliff_gaps
Yesterday
Applied a similar fix as 158818 to cliff_tall_slope_r_[a-b] prefabs to prevent holes in terrain at the corners of the cliff
Yesterday
Tightened anchor setup on cliff_hills_large_c
Yesterday
merge from game_room_dlc
Yesterday
updated dartboard texture so that no. 16 is more clearly visible
Yesterday
fixed rotation of the pooltable balls so numbers are facing up by default
Yesterday
Possible fix for sfx error when entering network range of dome
Yesterday
update to pooltable and textures. flattened cloth so its not visually confusing. rebaked pooltable and updated textures
Yesterday
merge from main
Yesterday
Merge from satellite_crash
Yesterday
Remove the fuel text placeholder
Yesterday
Remove some dead UI
Yesterday
Fixed HAB with armour not calculating correct max health on the server after server restart due to spawn ordering - now explicitly rebuilding max health from children on PostServerLoad()
Yesterday
Initial setup
Yesterday
Update dart offset in viewmodel and event on throw animation
Yesterday
Double the speed of navmesh generation, fix some loading saves not working, fix some navmesh tiles missing, add logs to troubleshoot OOM issue
Yesterday
Merge from main
Yesterday
Add build artefacts for all platforms
Yesterday
Remove debug.break left by accident
Yesterday
¬!Dummy commit