137,052 Commits over 4,444 Days - 1.28cph!

Yesterday
skip automatic preview diffing when there are more than hundreds of textures to diff, it's super slow
Yesterday
tweaked storage_barrel_b deploy volume very slightly so it fits in to half and double shelves
Yesterday
Fix roundabout and swings not immortal + marking players as hostile Fix the rotation not being initialized correctly on the client
Yesterday
Fixed apartment door numbers
Yesterday
Fix frame debugger capturing empty data and not capturing previews when there are a lot of events
Yesterday
Recovered layer settings in large apartment. Fixed door lighting issue.
Yesterday
supermarket freezer lods
Yesterday
fix trailing comma
Yesterday
Clean: add a comment Tests: none, trivial change
Yesterday
- Basic setup for shot force controls - Prevent moving mouse up and down from moving the underlying mountable
Yesterday
rebuilt skins
Yesterday
removed glowing sprays
Yesterday
added edited sprays
Yesterday
Optim: permit MeshLods to use occlusion culling if it has an invalid RendererBatch Taken from 156029. Saves 30% of drawcalls in all 5 test cases, 20% of avg fps improvement in editor(will test standalone later) Tests: profiled 5 test cases, flew around keeping an eye out on weird rendering
Yesterday
Hook up FXAA to UI settings
Yesterday
auto close the pool table dialog if you die
Yesterday
Unjitter camera matrix when jittering isn't needed anymore
Yesterday
Actually apply jittered projection matrix to camera
Yesterday
supermarket freezer material work texture update with new uvs and added blinking emission to simulate old halogen bulbs
Yesterday
Founders Door - fixed skin not spawning correctly
Yesterday
Yesterday
Optim: don't create procedural batch meshes if they only contain one input mesh This inhibits unity's batching via instancing. In 2 out of 5 scenarios saves 16% of draw calls/~1ms avg in editor Tests: monument island with appts and disabled world prefabs, tleeported to 5 locations and inspected profiler stats
Yesterday
Setup control computer entity with the WIP model
Yesterday
Merge from sat_con_console
Yesterday
satellite control console COL
Yesterday
Manifest after changes
Yesterday
AK weapon movement fix on deploy
Yesterday
s2p on apartment complex to incorporate large apartment bathroom changes
Yesterday
Clean up of prefabs + folders
Yesterday
Added gamma intensity correction to the Forward+ lighting color that's applied for transparent objects
Yesterday
Re-exported large apartment bathroom due to issue with part of mesh not rendering. Rebaked LOD materials. Set up new apartment bathroom prefab and replaced broken one.
Yesterday
merge from main
Yesterday
Fixed latency issue when dismounting the terminal, causing your eyes to be in the cctv anchor for a small time
Yesterday
Founders Door - initial setup
Yesterday
merge from clan_bugfixes
Yesterday
merge from ballisticlegSFX
Yesterday
removed loot spawns in scene S2P
Yesterday
merge from apartment_complex_monument
Yesterday
Added missing unity event attribute on terminal ui button Added new phrases for the apartment type
Yesterday
Merge from apartment_complex_monument
Yesterday
Added a blocker to the front and back entrances of the apartment block to stop vehicles entering
Yesterday
Clean up some logs Fixed rented vending machines not recording stats
Yesterday
Don't show the disconnect in safe zone warning if the player is inside their apartment
Yesterday
Fixed front door not being closed on apartment check out after a server has restarted
Yesterday
Merge from apartment_complex_monument
Yesterday
Update bounds of apartment complex monument to match visual bounds (was at default?) Fixes some stray auto turrets being left behind in hardcore
Yesterday
Fixed not being able to enter a room as a team member
Yesterday
Possibly fixed shopkeeper in rentable shop sometimes facing the wrong way