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139,233 Commits over 4,505 Days - 1.29cph!

Yesterday
Skull Wall Torch - added final LOD0 and WIP textures
Yesterday
Merge from medical_honey_bandage
Yesterday
Merge from main
Yesterday
Merge from steam_input
Yesterday
merge from main
Yesterday
adjusted berry collectable bushes to be more forgiving noticed that blue berry collectible had 2x more lod fields that were unnecessary and were also conflicting each other which may have caused it lod'ing too early all berry bushes have matching distances now
Yesterday
VDF fixes
Yesterday
More UI WIP
Yesterday
Customiser block out animation set
Yesterday
viewmodel prefab update
Yesterday
merge from darts_leaderboard_fixes
Yesterday
Fix incorrect PoolBallData pooling
Yesterday
pooling fix, enables pooling on thrown darts
Yesterday
optimised world models for mp5, double barrel shotgun and both youtooz figurines all were on the rigged setup - skinned meshes and bone hierarchies that do nothing once dropped. - Skinned meshes: 24 -> 0 - bones: 16 -> 0 - Prefab SkinnedMeshRenderers: 14 -> 0 - LOD0 renderers: 7 -> 4 - Meshes: 25 -> 13 also stripped exported tangents/binormals from these plus w_diverak47 (unity recalculates them on import) and cleared the leftover import settings on the fbxs: FBX size 3.55MB -> 1.74MB (-51%).
Yesterday
Steam Input is now the main (and only) gamepad input method. Lots of refactor to strip the old double setup out.
Yesterday
Updating ammo script for glass ak to hide bullets based on ammo count
Yesterday
merge from main
Yesterday
merge from chainlink_fence_fix Feel free to stomp any monument changes coming from this branch
Yesterday
S2P a bunch of monuments
Yesterday
Added a tool to copy VDFs from/to project/steam locations
Yesterday
Finally got a VDF working. Added the VDF source and also some extra debugging.
Yesterday
merge from main, stomp a bunch of monument scenes
Yesterday
Fix TryBindNavmesh not updating the cached navmesh
Yesterday
main -> character_customisation
Yesterday
boat_fuel_interaction_fix -> main
Yesterday
Cache agent navmesh instead of re-resolving it each call (eg independant navmesh vs default navmesh)
Yesterday
Only show the boat fuel, start engine, stop engine options if you are a driver (to better line up with other vehicles in game)
Yesterday
Fix find closest edge not working (never worked), making scientists not actually favour covers close to walls, fix AIs getting stuck when navmesh tile is rebuilt under their feet / on their path, prevent findPath from the agent position reprojecting when we already have a valid polyref, expose polyrefs in path
Yesterday
Merge from MonumentBlockers
Yesterday
Fix blocker mesh issues flagged by automated tests
Yesterday
merged uppdated salvaged hammer 3p anims and override controller
Yesterday
merge from militarytunnels_lightdup_fix
Yesterday
S2P military tunnels
Yesterday
merge from main, stomp mil tuns
Yesterday
merge from non_critical_art_bugfixes_reapply
Yesterday
Large oil S2P after stomp
Yesterday
merge from main
Yesterday
merge from water_treatment_tank_fix
Yesterday
merge from Ziggtank_collider_fix
Yesterday
merge from launchsite_silo_collision_fix
Yesterday
merge from nuclearmissileSilo_pipemat_fix
Yesterday
merge from perf_disable_gc_notif
Yesterday
merge from satellite_trail_tweak
Yesterday
merge from desalination_collider_fix
Yesterday
merge from dome_tree_spawn_fix
Yesterday
merge from static_chair_variant
Yesterday
Remove all unnecessary components from the static chair S2P launch, outpost, bandit, gas station, junkyard, large oilrig, sewer branch
Yesterday
merge from main
Yesterday
optimised world models for the following weapons: custom smg, skinning knife, diver assault rifle, cny dragon launcher, lr300 all of these were using the rigged setup - skinned meshes, bone hierachies, unconsolodated LOD groups where the usage wasn't noticeable/used when dropped. - LOD0 triangles: 60,828 -> 26,234 across the 5 - LOD0 renderers: 17 -> 5 - Skinned meshes: 59 -> 0 - Meshes: 64 -> 16
Yesterday
exported edited 3p slavaged hammer anims and assigned drop/pickup anims to override controller