145,042 Commits over 4,413 Days - 1.37cph!

Today
Fix barrels not showing up in conveyor filters since reskin support was added
Today
tweaked central oak for better fit in market place near final splat painting
Today
Merge from main
Today
merge from optimize_deep_sea_texture -> main
Today
Change deep sea height data from managed -> native array
Today
Exterior lighting progress & related files
Today
merge from iolines_shader_fix
Today
Fixed remaining hose IO material still using the wire shader
Today
merge from wallpaper_defaultskin_fix
Today
Fixed wallpaper skin picker not showing the default skins, regression from last month
Today
Russian roulette progress
Today
Fixed FlexGraphicTransform messing with rust icon rendering after the TMP update
Today
merge from optimize_generate_textures_alloc -> main
Today
Fix VS putting the wrong class name
Today
Add profiler samples
Today
Fix heap watermark allocation of 280MB when generating textures on startup - switch from using managed array buffers in GenerateTextures() to NativeArray + Get/SetPixelData()
Today
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Today
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Today
lod baker: distinguish identical mesh names
Today
merge from server_browser_description_loading_fix
Today
Lighting prefabs
Today
Update Facepunch.Steamworks (22b352e) Fixes the initial challenge request for A2S_RULES queries using the A2S_PLAYERS byte, causing server info in the browser to fail to load in some cases Important: Server hosts need to ensure they use the A2S challenge mechanism correctly, otherwise their server's info / descriptions WILL NOT load
Yesterday
Fixed scroll speed issues
Yesterday
Fixed 3D view selection in 64bit Hammer + minor fixes More minor Hammer fixes Even more Hammer and 64bit related fixes and merges More Hammer Cleanups * Prevent hammer from writing raytraced preview to .tga files, seems unnecessary? Minor fixes for 64bit builds
Yesterday
industrial garage door; - fixed wire on door error, was a missing reference to root on closed collider and reference to deployable
Yesterday
updated 3p talking anim
Yesterday
cinematic animator updates
Yesterday
industrial garage door; - fixed busy state model popping with the finished states. Should now be seamless between states.
Yesterday
industrial garage door; - colliders fix
Yesterday
Glass AR - blockout mesh, initial prefab setup
Yesterday
Update skinnable fileIDs
Yesterday
merge from fix_steam_nickname_team_cache -> main
Yesterday
Codegen
Yesterday
Listen for steam name updates via SteamFriends.OnPersonaStateChange instead of trying to clear cache every 30s after startup - should prevent issues of cache being stale for ~5m sometimes making the issue more confusing - still clear cache every 5m to be safe
Yesterday
Fix team nickname cache not being invalidated when adding/removing teammates or changing team - I think this is the source of a lot of the weirdness: NameHelper caching names before you join their team on the server
Yesterday
stool A, B , C, D col shape improvements
Yesterday
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Yesterday
merge from fix_prevent_building_monument_scale -> main
Yesterday
Yesterday
exported updated 3p jump north animation
Yesterday
Bunch more rework/refactor
Yesterday
Cherry picking commits from ai_recast_integration
Yesterday
reduced physics log level from "verbose" (the default) to "default" (which isn't the default) - also disable OnTriggerStay event generation because we don't use it and shouldn't
Yesterday
medium apartment lods
Yesterday
Renames
Yesterday
Some UI refactor, dedicated prefabs. More cleanup, add convar to toggle free scrap/power up.
Yesterday
removed unneeded stuff for FakePlayer
Yesterday
Updating ghost sheet to fix burst cloth stuttering
Yesterday
exported updated 3p sprint animation and edited dragon launcher backpack holster position
Yesterday
Merge from .../batch_renderer_group