146,690 Commits over 4,444 Days - 1.38cph!

Yesterday
merge from main
Yesterday
Tweaks to LOD textures for crew cut, ponytail and bun
Yesterday
Merge from render_pipeline_testing
Yesterday
Merge from parent
Yesterday
Merge from main
Yesterday
Pre-thruster testing... test
Yesterday
CLAUDE.md (redirects to .github/copilot-instructions.md)
Yesterday
handling max-triangles length properly
Yesterday
Add blue noise dithering (but don't use it yet)
Yesterday
Convar'd and refactored a bunch of stuff for easier tweaking and testing.
Yesterday
temp fix
Yesterday
Fixed strobe light medium speed flag clashing with the IO short circuit flag
Yesterday
merge from main
Yesterday
Fixed inspecting in the skin viewer not working, it was only working if the bind was strictly set to inventory.examineheld
Yesterday
texture polish on industrial barricade, temporary emissive setup (will switch to UV2s for proper em)
Yesterday
Fixed GetButtonsWithBind not finding binds when giving it the full command with args Fixes NeedsKeyboard not letting AllowedBinds go through (fixes binds not working in painting UI)
Yesterday
Communal space dressing progress Dark debris kit prefabs Separate planter prefabs Mesh fixes
Yesterday
combined lower and upper part of the monument blocker collapsed. Separated gibs into wood, metal & concrete
Yesterday
fix missing resource reset
Yesterday
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Yesterday
Adeed sound to helmet and vest bdu set
Yesterday
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Yesterday
Merge from Main
Yesterday
remade prefab which used an obsolete asset
Yesterday
removing obsolete parts
Yesterday
small fixes
Yesterday
monument blocker-collapsed update (Addded collisions, gibs, geo. Did optimization as well
Yesterday
extra set dressing prefab for apartment wing (temporary)
Yesterday
set BDU and ballistic to modern era
Yesterday
Sleep pose animation fix
Yesterday
codegen
Yesterday
ripping IO out of BaseSculpture, will need to be separated later as a sub-entity for ice so it's cleaner
Yesterday
merge from attachment_charms
Yesterday
merge from attachment_charms
Yesterday
merge from main
Yesterday
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Yesterday
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Yesterday
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Yesterday
Fixed F1 console input field losing focus when connecting/disconnecting
Yesterday
Add snapping to auto turret and flame turret through the new auto system
Yesterday
merge from main
Yesterday
Added metal/gloss map for pixie cut style as material block forces it to be too shiny without one Reduced lod textures from 512>256
Yesterday
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Yesterday
- Added the RRP volumes for all color grading post process volumes and configured most of their settings - Updated the player_preview to include the new effects - color grading prefab - Updated the ClimateOverlay script to be compatible with both BRP and RRP volumes
Yesterday
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Yesterday
Fixed a steam DLC and Frontiersman full screen store pages background being set as a texture instead of sprite They arent loading since Unity 6 because they're part of a spriteatlas
Yesterday
Add editor shortcut for selecting prefab root asset from a selected prefab instance
Yesterday
Don't recent the targeting area on the final impact location when position is calculated, keep it at the last target location. Instead, show a map debug icon at the exact final location for testing.