193,446 Commits over 4,079 Days - 1.98cph!

53 Days Ago
Test save
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Changed skin colour fallback colour to match the default workshop scene player model (red hands fix)
53 Days Ago
Cleaned up zigg scene. Placed hatch doorframe. Rearranged gantries and enabled decals on material. Prefabbed zigg plus extra polish.
53 Days Ago
compile fixes etc
53 Days Ago
Very wip/testing toggleAlwaysOnAll command. BaseOven initial always-on support, works without fuel and turns on if necessary. TorchDeployableLightSource wip always-on support, creates a torch item if none present when toggled on. Doesn't drain torch durability.
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merge from ase-camdepth-fix
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work around duplicate _CameraDepthTexture definition in ASE with our templates
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bee_compile_errors -> main
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Beehive compile errors
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Setup volume prefab support
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Fixed Custom SMG viewmodel using the wrong material on the grip (should fix all workshop skins along with it)
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Merge from jungle_update
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Merge from main
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More polish fixes on big zigg
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merge from mjungle_ruins for gantry kit
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bee_ux_improvements -> main
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Some server projectile virtual methods. Clientside spinning reinstated.
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adobe high wall made slightly longer, damage volumes values identical to stone skin, added barbed wire and damage to gate prefab
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gantry kit T shape update
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zigg level backup
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Fix remaining client/server compile errors
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Add: PlayerCache utility - Comes with unit tests Intrusive cache that tracks if elements inside moved. Building block to allow persisting state between frames. Tests: ran unit tests
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Created a new water surface for building interiors with a much lower coefficient of reflection and specular in order to fit the lighting typically found indoors
53 Days Ago
Increased building very dark ambient a notch to compensate for play time SSAO darkening the picture further.
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- Fix npc head look not working in demos - Fix npc jumps looking odd in demos - Modify PrintDefinedFlags editor tools to also show tags defined in entity components - Delete obsolete RPC_SetRagdollSpringShortened - Fix client/server compile error
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Merge from main/premium_servers/manual_refresh
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Merge from main
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Client compile fix
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IAlwaysOn wip
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changed incorrect layers on recent props prefabs
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fixed issues with 3p vine swinging anims
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Increased building environment volumes to be reflection factor of 1.0 since buildings should be using World layer and offer accurate reflections indoor now. If reflections look incorrect, check art layers of buildings
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Server compile fix
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blowpipe fix - added everything back so blowpipe still works birodart still exists until incapacitate dart is properly implemented
53 Days Ago
ziggurat_a env volumes settings and bounds changes
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re-balanced the ambient and reflection values in Environment Properties for the Building, Building Dark, Building Very Dark volumes in order to produce more satisfying lighting gradients in interiors
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Merge from mfm (updating branch from main and fixing merge stuff)
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Fix NRE from merges. Remove wildlife hazard UI.
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Manifest
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merge from spatially_aware_env_volumes_fixes
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Merge from spatially_aware_env_volume_fixes
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merge from premium_servers/manual_refresh
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Merge from main
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Merge from main
53 Days Ago
Updated adobe wall in width and height. Added barbedwire on top with damage volume Fixed incorrect transforms on LOD3
53 Days Ago
Compile fixes for SERVER