147,251 Commits over 4,444 Days - 1.38cph!

19 Days Ago
Updated deformhair value for all head wearables
19 Days Ago
don't treat wearable.deformhair as a bit flag
19 Days Ago
Add "rentallrooms" to see performance impact of fully loaded apartment monument
20 Days Ago
Can only ADS item allowing ADS
20 Days Ago
integrate animation subsystem with 3p animator controller and dartboard
20 Days Ago
Lets try fixing MacOS doing full rebuilds every time Fixed Lua state corruption Minor cleanups + whitespace cleanups Make loading screen dialog have static height again * Simpler, fixes a few issues, potentially helps that one guy who would "Style around the box" on their loading screen. Minor cleanups
20 Days Ago
Added mask conditional meshes to hair sets
20 Days Ago
Removed BoonieHat and MinersHat from DeformHair enum (both can use baseballcap) Added Mask option
20 Days Ago
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20 Days Ago
Lower skinnable paths when we update them during manifest generation, otherwise they log warnings about being slow to spawn.
20 Days Ago
merge from main -> apartment_complex_monument
20 Days Ago
Glass AR - lowpoly model update, material tweaks
20 Days Ago
Attack anims only for melee items
20 Days Ago
Added a cubemap to the skin viewer (based on craggy). The skin viewer viewmodel camera uses that instead of the ingame cubemap, so it works in the menu and the ingame realtime cubemap isnt used It also fixes some issues with some world models using material needing a cubemap
20 Days Ago
NRE fixes when using viewmodels in the skin viewer
20 Days Ago
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20 Days Ago
Fixed note loot panel not saving typed text
20 Days Ago
updating 3p jumping anims
20 Days Ago
Disabled motion blur post process in player preview
20 Days Ago
merge from main
20 Days Ago
merge from lod_baker
20 Days Ago
start on darts animation subsystem
20 Days Ago
Add ProjectileModPartVisibility component which can be attached to BaseProjectile entities, can specify which parts of the worldmodel and viewmodel should be visible/invisible depending on what mods are attached Setup for sight rail on M16A2
20 Days Ago
lod baker: write output textures as tga instead of png
20 Days Ago
More hair conditional meshes
20 Days Ago
Dont allocate a new hashset everytime we jump to a new point on the timeline
20 Days Ago
industrial large furnace - reverted to a single collision material
20 Days Ago
Stop every demo scrub from allocating a new BaseNetworkable list
20 Days Ago
UI tweaks, added examine keybind text
20 Days Ago
Bowless crossbow audio polishing and added sounds
20 Days Ago
removed the material properties
20 Days Ago
s2p on floating city scenes due to new mannequin changes
20 Days Ago
MeshPaintController uses Pointer instead of Mouse when reading input, so it works with both mouses and pens
20 Days Ago
Prefabbed up merged mannequin models, set up LODs and placeholder collision. Replaced old ones in Supplies Barge prefab.
20 Days Ago
small apartment lods
20 Days Ago
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20 Days Ago
industrial electric furnace; - It will now illuminate the small light green when an item is actively smelting inside the electric furnace - When nothing is actively smelting, it will illuminate the small red light - Updated prefab
20 Days Ago
merge from game_room_dlc
20 Days Ago
boomerang_model_dupe_fix -> main
20 Days Ago
merge from main
20 Days Ago
Settings pass on industrial torch
20 Days Ago
Prevent a duplicated Boomerang model (not functional) appearing on the ground if you're killed whilst its returning to you
20 Days Ago
updated the collider for large furnace, added 3 material properties
20 Days Ago
correct IO positions on industrial auto turret
20 Days Ago
merge into main
20 Days Ago
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20 Days Ago
hooked up industirial auto turret shield lods to ent flag toggle for hiding when equipped with a bow
20 Days Ago
Compile fix