159,932 Commits over 4,566 Days - 1.46cph!

Yesterday
Fix mortar's snapping after a shot instead of playing the firing animation
Yesterday
merge from mortar_firing_fix
Yesterday
Hide movement speed modifier in the boosts UI in the inventory screen, was showing when leading animals or pulling siege weapons
Yesterday
merge from leading_boostui_fix
Yesterday
Revert my temp proc map changes
Yesterday
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Yesterday
Merge From Main
Yesterday
Merge from main
Yesterday
Console autocompletion fills entity name and path in lowercase, fixes some case sensitive commands
Yesterday
Gamepad map zooming now centers around the crosshair
Yesterday
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Yesterday
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Yesterday
- Increase interpolation delay the further away the object is instead of trying to predict lod based delay via changes in packet timings - Let clients drop the extra delay if the setting is off on the server
Yesterday
dpad inventory behaviour improvements
Yesterday
Fixed wires parented to doors stretching towards world origin after exiting/entering network range
Yesterday
merge from parentedwires_fix
Yesterday
merge from main
Yesterday
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Yesterday
P90 Blockout
Yesterday
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Yesterday
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Yesterday
merge from spine_fixes
Yesterday
Fix crawling head IK being croooked. Fix spine IK not rotating fully when using held items (HasHoldTypeAnimations vs HasHeldItemAnimations)
Yesterday
merge from main
Yesterday
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Yesterday
Merge from main
Yesterday
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Yesterday
adding war hammer blockout mesh
Yesterday
Small 3x3 randomised rooms added (still WIP)
Yesterday
Attempt at an experimental network LOD system - updates entities more or less often depending on how close they are to the player. Uses cell coordinates Doesnt affect players. Needs more work to stop affecting gameplay with animals etc. Initial experiments show a 75% decrease in entity position network traffic at high distances 50% reduction in entity position updates at medium distances
Yesterday
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Yesterday
Merge from render_pipeline_testing
Yesterday
Added support for lens distortion and added cinematic volume profiles
Yesterday
Experiment with moving the cargo plane movement to the clientside Circumvents 380 B/s per player when cargo plane is out
Yesterday
updated g3a3 blockout mesh with a rail system for mounting attachments
Yesterday
added katar blockout mesh
Yesterday
blur/bump taps lod out, reducing texture reads when not needed
Yesterday
seagull rig and anims exported
Yesterday
merge from prefab_hierarchy_flattening
Yesterday
Added missing AmbientLightLOD to NVG scientist lights
Yesterday
merge from pool_review2
Yesterday
Bumped the amount of gun firing effects we warm up
Yesterday
Metal embrasure warmed up amount set to 25
Yesterday
Puzzle reset objects keeps parent instead of descendants, thats what it depends on
Yesterday
Train track splines keep descendants, fixes tunnel lights not working
Yesterday
DungeonBaseLink keeps descendants, fixes error when generating underwater labs
Yesterday
Socket flattening fixes Socket_Base keeps its descendants, Socket_Specific_Female keeps its parent, SocketMod_Inside uses world position / rotation instead of local
Yesterday
merge from main
Yesterday
Merge from main