136,736 Commits over 4,324 Days - 1.32cph!

Today
remodelled inside of kiosk C to clean up and make it make more sense
Today
UGC audio widget and edit history panel
Today
Found the bool to include inactive components
Today
Tuba animation updates
Today
Dropdowns now export correctly with their name values. Exports as strings for both Excel and ADX Datatables format. TODO: Ensure that inactive setting sections do still get included. Handle Sliders and Toggles (should be easier than dropdowns as no namevalues), will try to do abstract/generic solution to work for all 3 types.
Today
Merge from add_printorkilloffnavscientists_command
Today
Merge from fix_scientists_cant_enter_oilrig_rooms
Today
Merge from fix_scientists_not_wounding
Today
Merge from fix_scientist_cant_see_player_despite_touching
Today
Merge from fix_ai_play_anim_nre
Today
some more doodling on the monument layout
Today
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Today
sulfur box texture tweaks
Today
Adjusting settings for horse armour and adding cloth mat
Today
Added new materials and textures for LNY horsearmour. Updated model material references
Today
ballistic shield blockout and file setup
Today
merge from main
Today
missing .mat files? thanks plastic
Today
sulfur box texture polish
Today
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Today
sulfur box textures, game model, icon
Prevent stolen RHIBs from oilrig killing themselves on server restart (needs more testing)
Today
Changed cowbell AnimationCrossfadeDuration to 0 (was 0.1) Fixes majority of cowbell animation getting lost in the transition (affected the old player model as well)
Today
Updated the trumpet_idle_play anim in the PlayerAnimator to point to the new trumpet_idle_play anim Override controllers override clips and not states so this broke all of the other instruments, reapplied idle animations on guitar, cowbell, flute, tambourine and tuba
Today
Fixed stance-aim using 3p_blowpipe_attack_aim clip for override, should be using 3p_blowpipe_idle_aim Fixes double fire anim
Today
hoarded a bunch of changes: - refactored vclouds and vfog for multi camera support - vclouds and vfog ported to RRP with built-in wrappers - match sky dome pos to camera in RRP, including in scene view - scale sky dome to camera far plane in RRP - use CommandBufferManager.OnPreCommandBuffer hook to call OnBeginRendering() in built-in wrappers, fixes update happening after commands buffers were already filled - share TextureDescs between render graph and built-in wrapper render texture creation. Ensures consistent formats, etc - fix skybox rendering twice in scene view - fix water render graph issues on lower quality levels - fix destruction of water dynamics RTHandle
Today
sync Rust.RenderPipeline
Today
Merge from main
Today
Merge from main
Today
Started on the server admin UGC tab
rough burst cloth setup, working with the added unity constraints
Today
Mark torcholder active pfx LOD as dynamic
Today
Added a test to detect redirect items referencing themselves as IsRedirectOf
LNY armour rig setup with temp default Unity constraints
Today
Implemented rigged LNY armor mesh
Today
Add `visibilityradiusdeepsea` convar to increase the network range in the deep sea - default to 20 (640m)
Today
Implement STUDIOHDR_FLAGS_VERT_ANIM_FIXED_POINT_SCALE Fixed some potential crashes with navmeshes Fix potential crash issues with dropship Prevent `trace` concommand erroring with dropships
Today
Adding LNY horse armour fbx
Today
second pass on environment volumes
Today
wip comps box
Today
first pass on environment volumes
Today
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Today
Don't write motion vectors on the 50 cal ejection FX. Fixes smudge issue with the links when sailing.
Today
Small hue tweak.
Today
Fixed a regression in the PT boat emission.
Today
merge from fix_scientists_not_wounding
Today
Add fuse burn animation to cannon firing. Retarget new fuse mesh to old fuse bones. Toggle fuse depending on loaded state. (this might be unnecessary.)
Yesterday
merge from naval_update
Yesterday
Charcoal Comp Box - Final lowpoly, bake, WIP textures
Yesterday
Fix State_Playtanimation NRE