147,718 Commits over 4,444 Days - 1.38cph!

13 Days Ago
Converted all effect objects under the Main Camera prefab object to prefabs to prevent conflicts when editing individual effects
13 Days Ago
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13 Days Ago
Merge from apartment complex to bring work over
13 Days Ago
WIP on industrial barricades before switching branches
13 Days Ago
apartment complex s2p
13 Days Ago
deploy updates on 3p animation content
13 Days Ago
merge from PlayerRigUpdate2
13 Days Ago
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13 Days Ago
lower culling dist on broken tiles, disabled shadow casting on them shader complexity lower on the checkin desk, got rid of blend layer
13 Days Ago
Applied the new melee weapon subsystem to the diver torch The skull torch was a variant so it was already using the new subsystems Removed the hacks we implemented to play the turn on and off deploy aniamtions (cleaner implementation by the new subsytem) TODO: remove corresponding states and parameters on the player animator
13 Days Ago
Charity plushies setup
13 Days Ago
Merge from main
13 Days Ago
Fixed visual calculation Increased initial scrap fee to 260 Reduced scrap per hour cost to 10
13 Days Ago
Show time remaining for rent in the vending machine storage loot panel
13 Days Ago
Fix shop interaction Move all admin interactions to the contract sign on the side of the store
13 Days Ago
FIxed rentable shop vm admin panel pointing to old admin menu Fixed new vm admin menu not being closable if the main menu isn't loaded (editor only issue) Fixed interaction flow for vending admin panel in rentable stores
13 Days Ago
Fixed wanted posters clearing the name when entering the deep sea
13 Days Ago
Simplified the "Deployable Snapping" dropdown to just two buttons
13 Days Ago
Removed a 444 byte allocation and 0.01ms cost every footstep figuring our if the player is barefoot (just calculate it once when we rebuild the player model)
13 Days Ago
Mark wearable renderers that are shadow only as update when offscreen, fixes some body parts culling in the local players shadow at some perspectives
13 Days Ago
Periodically recalculate the bounds on all of the skinned mesh renderers on a ragdoll so that the culilng bounds are up to date. (Every 9-10s) Should be more performant than just enabling Update when offscreen
13 Days Ago
First iteration of an automated system to find correct deployable snapping values. Will place a deployable against a ghost item in editor and calculate the perfect measurements
13 Days Ago
RRP contact shadows
13 Days Ago
Cleanup prefab path
13 Days Ago
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13 Days Ago
round up BDU projectile protection this time without a bunch of random shit changed
13 Days Ago
round up BDU projectile protection
13 Days Ago
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13 Days Ago
mp5 deploy update
14 Days Ago
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14 Days Ago
merge from apartment_complex_monument/prototype -> apartment_complex_monument
14 Days Ago
Do not try to init vaudio_speex when using Steam voice Build vaudio_speex on win64 for `sv_use_steam_voice 0` support Removed a bunch more Xbox360 GameUI code * Removes point_bonusmaps_accessor entity Update Workshop stats in Steam according to Steam constraints Prevent player.CreateNextBot and `bot` command in singleplayer Fixed SpawnIcon positioning for certain models (Community Contribution) Crossbow bolts tweaks * Fixed crossbow bolts hitting surrounding bounds of weapons and ammo/etc entities * Make hitting invulnerable props apply physics force to them. This was partially a bug with changes to being able to reflects bolts off of props. Fixed potential crashes in material system
14 Days Ago
update apartment_complex_monument/prototype
14 Days Ago
Deploy and shadow animation updates on rifles
14 Days Ago
debugging options for seeing thrown darts in debugcam, fixed logs, fixed prefabs of scoreboards, fix crashing in 2p postgame
14 Days Ago
Disable skin viewer view in hands button for held entities not using the viewmodel camera (cultist deer torch)
14 Days Ago
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14 Days Ago
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14 Days Ago
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14 Days Ago
Fixed guitare skin viewer framing
14 Days Ago
Fixed table skins not loading in the skin viewer
14 Days Ago
Ground floor mesh decals
14 Days Ago
fix 3p animations facing sideways oddly (turn off SpineIK on animation subsystem, apply extra rotation to anims)
14 Days Ago
Merge: from stringview_indexof_fix
14 Days Ago
Phrase update
14 Days Ago
Merge: from main
14 Days Ago
Initial attempt at a Train Ai that can patrol our existing rail network: - Based off the backend systems for Boat AI - Will reverse at dead ends - Will only work if theres a driver in the train car
14 Days Ago
Bugfix: StringView.IndexOf - prevent skipping a character if we had to abour a sequence match This affects Contains, Replace and IndexOfAny as well, as they depended on IndexOf Tests: ran unit tests, they pass
14 Days Ago
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