141,656 Commits over 4,383 Days - 1.35cph!

10 Days Ago
Add satellite specific explosion (temp)
10 Days Ago
Search bars only capture escape if they are selected and have content
10 Days Ago
Increase move/spin speeds
10 Days Ago
Add some very temporary VFX
10 Days Ago
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10 Days Ago
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10 Days Ago
Merge from main
10 Days Ago
Merge from main
10 Days Ago
New PipeMeshGroupManager, supports merging multiple IO pipes into a single mesh for better performance Uses the same underlying job system to generate the mesh, just at a bigger scale
10 Days Ago
Merge from terrain_renderer
10 Days Ago
Fix shader warnings in terrain compute (prevent possible edge case issue)
10 Days Ago
Update PipeMesh job handling to use VertexBufferParams isntead of SetVertices/SetTriangles Saves 18kb of GC generation when creating a pipe mesh
10 Days Ago
Merge from main
10 Days Ago
Fixed duplicated job animations in Body > Walk blend tree Also reset the walk animations to speed = 1
10 Days Ago
Fix player footsteps playing when water wheel is moving too slowly for them to make sense Add additional water loop to match particle effects for water wheels being pushed by players while in water
10 Days Ago
First pass on admin vending machine support
10 Days Ago
Adjusted texture size of shop A sign so it doesn't get rejected on the server Fixed OwnerID of entities not being sent out to clients if the old OwnerId !=0 and the new id == 0 Fixed lock logic for signs
10 Days Ago
Improve default HUD text scaling at 4K Fix loading screen size after screen resolution change DImage applies ANISOTROPIC mag/min filters Try to make the notification library work with different screen resolutions * It was overlapping ammo HUD @ 4K, so we make the position use screen % and scale the text with screen height Apply static prop scale to lighting origin * No idea if this changes anything, but CS:GO does it, so we will too. Changes IVModelInfo::GetIlluminationPoint Apply soup based physics scaling Fixed damage indicator HUD size after resolution change not in-game
10 Days Ago
Fixed leftover faces from interior/exterior kiosk splits
10 Days Ago
assign stage-break effect for wood-piles
10 Days Ago
Merge from main
10 Days Ago
New solution for persisting held entity animations on the playermodel Seems to fix previous issues where those animations would not always clear correctly
10 Days Ago
Merge from main
10 Days Ago
power consumption set to a tentative 5
10 Days Ago
Clamp dungeon layer calculation in NetworkVisiblityGrid.PositionToLayer so there's no index out of bounds exception when entities exist at y >= 1500 If mods want to take advantage of the dungeon layers they can use the ones from 1000-1500, there's more than enough space already
10 Days Ago
adjust bounds, move io input, add dismount on unpowered
10 Days Ago
Bone armour female version update
10 Days Ago
Bowless Crossbow - worldmodel and LODs
10 Days Ago
Defensive upgrade now adds +bonusSlots to actual crafting roll result. Default is +1
10 Days Ago
Apartment stove FX & lighting prefab & related files. Perma-enable attached it to the prefab, for now.
10 Days Ago
Bugfix: don't overwrite callstack depths for frame 0 with values for other frames when multiple frames are found Tests: ran Export2FramesTorn - it passes and looks correct-ish (same wrong offset as in Export2Frames)
10 Days Ago
Bugfix(tests): fix invalid test logic in ExportExtraEnd2Frames - renamed ExportExtraEnd2Frames to Export2FramesTorn - added Export2Frames (shows invalid frame start - this is new) Tests: ran unit tests, failures where expected
10 Days Ago
exported latest crossbow bowless viewmodel  anims and updated rig
10 Days Ago
Fixing skinning for gingerbread man suit
10 Days Ago
Added ItemModContainerArmorSlot to 90+ additional clothing items so they can receive slots exclusively from the defensive upgrade. (list will need sanity checking if we do take this route)
10 Days Ago
Merge: from networkgrid_iterationspeed_changes - Optim: lazy allocate internals of NetworkGroup to save memory (adam.k's findings) Tests: flew around on craggy, opened deep sea and entered-left, printed entity counts of deep sea, shot scientists in the distance
10 Days Ago
Fix croc diving and charging
10 Days Ago
Update(tests): add ExportExtraEnd2Frames Test passes but looks incorrect Tests: ran unit tests
10 Days Ago
Add support for CraftedWithDefensiveUpgradeOnly. Setup beenie hat item as a test.
10 Days Ago
Bugfix: potentially support exporting profile of Recorder started inside a method and finished outside Need to write more tests to validate it works across frames - not confident about it. Tests: ran ExportExtraEnd - passes. ran all others - still valid
10 Days Ago
enable screen edge fade on eyeAO materials
10 Days Ago
computer station IO setup - no IO for static computer stations
10 Days Ago
add toggle for refraction screen edge fade behavior
10 Days Ago
Fix croc swim speed
10 Days Ago
Remove unecessary double reset of croc swim depth, remove log spam in sense component
10 Days Ago
Fix animals slowing down to a crawl when fleeing
10 Days Ago
Update(tests): emit valid timestamps when running profile exporter tests Tests: confirmed seconds-scale ranges in perfetto
10 Days Ago
Mannequin poses
10 Days Ago
Fix a few shader compilation errors with rare variants
10 Days Ago
Make mortar 3 functional: - swap out the script to allow for overriding behaviour. (empty for now) - hook up mortar shells as ammo - fix missing references for animator, ammo, fuse