201,600 Commits over 4,171 Days - 2.01cph!

19 Days Ago
Pipeline for prewarming modals Try to prewarm quick join box (needs to be even earlier)
19 Days Ago
New store modal: More responsive Shows a selection of randomised store items (up to 6) that the user doesnt currently have Can see time through each video Cached and downloaded videos
19 Days Ago
Added new WearableRandomMaterial component, allows material randomisation per item
19 Days Ago
Merge from main
19 Days Ago
Added helmet pattern tests
19 Days Ago
Much better front page store modal behaviour: Download and cache videos properly Fix broken re roll behaviour Better randomisation If a player owns everything then just show them whatever we can Reroll after first loop
19 Days Ago
Added a camera offset setting to the skin viewer, tweaked some offcentered items Added some new halloween items
19 Days Ago
Use SetPositionAndRotation when taking a prefab from a pool
19 Days Ago
Fixed store "no connection" failure message using the wrong loc key
19 Days Ago
Fixed empty store triggering the NEW notification
19 Days Ago
UI_BackgroundAspectRatioFitter.Fit NRE fix
19 Days Ago
MainMenu reset static fields
19 Days Ago
merge from slot_pooling_fix
19 Days Ago
Added a static event when the language changed Fixed store and steam inventory search not working after a language change
19 Days Ago
Background aspect ratio fitter uses the cached main menu canvas
19 Days Ago
Cache Main Menu canvas
19 Days Ago
Moved up the root bone for: all double doors, garage door, fence gate, cell gate, ladder hatches, shop front Observed the string pool warnings were resolved for all of them in editor
19 Days Ago
Set word and character spacing to 0 when switching to a RTL language, it breaks the fonts
19 Days Ago
Add API calls for additional workshop preview images, update Facepunch.Steamworks with new version
19 Days Ago
Rebuild translations json (to fix server restart toasts)
19 Days Ago
Merge from more_worldgrid
19 Days Ago
Pass over the worst offender - siegetower - Assigned root bone, renamed duplicate bone names, fixed crazy scaled roof collider that caused huge impact effects, switched out some collider materials for more appropriate ones - Observed that all "unpooled bone name" warnings were gone in editor
19 Days Ago
oil rig foot lod setup, barge lod setup, tarp lod setup and collision.
19 Days Ago
Load all wearables into the UI and setup wearable filtering - mirroring the item setup. Can likely clean this up later.
19 Days Ago
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19 Days Ago
Setup "Randomise Player Seed" button. Some code cleanup/preparations
19 Days Ago
Localized patch info date Some RTL text wrapping fixes
19 Days Ago
Duplicated item's scroll view and filter input to create a scroll view and filter box for wearables
19 Days Ago
Also apply the font normalSpacingOffset in MeasureVertical
19 Days Ago
Prevent potential Lua errors with weapon_base Fixed IMaterial spamming console about "$basetexture" not being a texture This happened when opening Overlay post processing effect list in Spawnmenu. Affected functions: IMaterial.GetTexture IMaterial.GetColor IMaterial.Width IMaterial.Height Make "No account token specified" a warning Reset render lib lastmaterial on map shutdown Fallback "VertexBeckman" shader to "VertexLitGeneric" Minor optimization in Ignite property RPG/Crossbow animation improvements for citizens Fix NPC being unable to fire RPG due to recent changes Combine RPG support Improve metropolice weapon support for Shotguns, AR2, RPGs
19 Days Ago
Spawn the PlayerModel on Awake. Rotate 180 degrees to face the camera. Force censorship cubes off and randomise the player seed. Randomise player seed again by pressing P
19 Days Ago
Fixed flex text wrapping issues with RTL languages (was not using the font normalSpacingOffset
19 Days Ago
Merge: from benchmarking_update - Log results after single scene run - Fix extra timers in results - Fix scene load exception for no longer existing effects benchmark Tests: ran benchmarks in editor
19 Days Ago
Update: different approach to skipping persistent BenchmarkTimers Old way didn't work because of pauses between benchmark runs (global systems would step and recreate them). Tests: ran in editor, confirmed output didn't contain specific timers
19 Days Ago
Fix directional light color being broken when rendering transparent materials with ViewModelCamera.
19 Days Ago
merge from new_menu
19 Days Ago
Store is now using the last skin update date from the manifest
19 Days Ago
Updated pilot hazmat helmet textures
19 Days Ago
Fix scientist bullets sometimes being invisible by removing particle scale component, todo check with Petur if that can cause issues
19 Days Ago
Fix heavy scientist ground check trace hitting their own backpack, resulting in them randomly hovering
19 Days Ago
- Fix heavy shooting at walls too long after losing LoS, or if they never had LoS - Prevent suppressive fire or misses if the weapon muzzle is close to an obstacle
20 Days Ago
Update: log results when running benchmarks in single scene mode Tests: checked logs after running the scene
20 Days Ago
change workshop editor rain/fog buttons to toggle the respective weather presets
20 Days Ago
Fixed cart button not disabling itself when emptied from a add to cart button inside a modal
20 Days Ago
Proper fix for ultra wide ratios
20 Days Ago
merge from main
20 Days Ago
Fix fps.limitinmenu being applied while benchmarking
20 Days Ago
Clean: remove EFfectsBenchmark from the list I've removed it in the past, but apparantly forgot to remove it from this list as well Tests: none, trivial change
20 Days Ago
Update: BaseRaidBench - clean up custom timers from tracking Otherwise they end up in results with their generic names Tests: none, trivial change
20 Days Ago