146,787 Commits over 4,444 Days - 1.38cph!

Today
Improved first person viewmodel lighting on the industrial torch.
Today
Fixing jacket skinning
Today
Can open the popup back by clicking on the seen notification entry
Today
bring skinviewer viewmodel rendering changes to RRP
Today
Fill motion vector command buffer
Today
Fixed sculpture save/load to file, added ability to send save to data to all sculptures in radius
Today
Warning notifications show as popups when arriving in the main menu When the popup is closed, it goes in the notification window, marked as seen
Yesterday
Ability to dynamically add in single compatability layer remappings - this should allow the quick add to manifest buttons to auto add any remap changes as well
Yesterday
Setup motion vector pass (doesn't draw anything yet)
Yesterday
using a proto message for serializing sculpt data rather than raw byte array storage - should be more flexible for altering the format, let's us bake data about the space the array refers to - still LZ4 compressing the proto bytes because we get 10:1 for data like this
Yesterday
Updated all the RRP volumes with the correct color grading values
Yesterday
Manifest Codegen
Yesterday
Setup powergrid IO access points on all the procedurally spawned powerline poles which have electrical boxes Remove terrain erosion component from test map
Yesterday
Optim: avoid buffer alloc on recieving player voice packet Tests: 2p on craggy, tested voice in both directions
Yesterday
merge from main
Yesterday
merge from main
Yesterday
merge from main
Yesterday
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Yesterday
Adjusted sunglasses to reduce clipping on some playerseeds. split frames and lenses to improve sorting issues. updated all .fbx files and prefabs.
Yesterday
Deploy animation updates
Yesterday
Fix the "Destroying components immediately is not permitted during physics trigger/contact" server error when launching players with a catapult
Yesterday
hair set fixes
Yesterday
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Yesterday
Possibly fix the server error "Coroutine couldn't be started because the the game object 'assets/prefabs/npc/m2bradley/bradleyapc.prefab' is inactive!"
Yesterday
Ponytail/bun lod2 conditional setup Also fixed missing references for ponytail/bun LOD0/1 conditional meshes
Yesterday
Client keeps track of seen notifications locally: - a notification is seen once the notif window is open - seen notifications are styled differently - they pop back after a client restart until cleared We now send v2/readall only when clicking on the clear all button. Client also keeps track of cleared notifications locally so global notifications can be dropped by the client (the backend keeps sending until they expire)
Yesterday
Added RRP volumes for every BRP post process volume that was missing one
Yesterday
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Yesterday
industrial barricades - test prefab setup, temp gibs for testing, mani update
Yesterday
Fix "missing effectrecycle" warning when deploying large furnce It was using an incorrect place effect (just pointing to the enabled effect prefab), made a new deploy effect prefab using the originally intended large furnace deploy sound
Yesterday
Updating smoke grenade rigs with updated mesh
Yesterday
Updated all of the biome RRP volumes to have the correct lift, gamma, and gain values
Yesterday
merge from main
Yesterday
Updated the lift gamma gain pass to work the way BRP does rather than URP as the trackball implementation has changed
Yesterday
Clean: Get rid of all manual BaseEntity.ServerRPC calls, rely on codegen instead - rewriten some calls to not rely on generic ServerRPC - Rust.SourceGenerator.Rpc from 9db9e963 (not merged to main yet) - has support for all NetWrite.Write types Tests: compiles
Yesterday
replaced crc RPC-synced value with SyncVar, much cleaner
Yesterday
set dressing progress in floor 3 and 4
Yesterday
crew/pixie lod2 conditional setup
Yesterday
fixed charm placement on semi auto pistol and m92 so they now move with the slide
Yesterday
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Yesterday
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Yesterday
monument blocker-collapse: added lods
Yesterday
First fix compile simulator first by making it run sequentially instead of in parallel (because it's now sharing a single .obj folder for all projects and conflicting)
Yesterday
Update clipping issues on passenger seat left for modular cars
Yesterday
update apartment_complex_monument/prototype
Yesterday
Fix errors with server restoring save after restart
Yesterday
added dartboard new model, lods and gibs added icon
Yesterday
merge from main
Yesterday
Fixed notification ids always being 0 client-side (NoticeId -> NotificationId)
Yesterday
Deleted 4k folders Updated materials that were referencing 4k textures Naming Fixes Unity 6 meta changes