198,677 Commits over 4,140 Days - 2.00cph!

1 Year Ago
merge from wire_slacking
1 Year Ago
backup storage building large
1 Year Ago
Fixed electrical heater not deployable on armored wall hard side
1 Year Ago
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1 Year Ago
player update. shovel entity updated so the shovel is held correctly on 3p animations
1 Year Ago
fix client defines
1 Year Ago
vm handcuffs - added hit anim - udpated animator - added anim events to attacks - organised folder - added effects folder & effects for events
1 Year Ago
Switch to BaseMelee
1 Year Ago
reworked shed support beam UVs for new texture
1 Year Ago
disabled animation on dpv
1 Year Ago
Added attack_hit_kidnapper (temp duplicate) and assigned in controller.
1 Year Ago
Trigger attack VM
1 Year Ago
fixed small gc alloc
1 Year Ago
updated vm handuffs animator to work with baseMelee setup
1 Year Ago
merge from main
1 Year Ago
Merge from main
1 Year Ago
Merge from snow_effects_roll_back_and_meshLOD_conversion
1 Year Ago
Server compile fix
1 Year Ago
merge from snow_effects_roll_back_and_meshLOD_conversion
1 Year Ago
Global S2P with HLOD
1 Year Ago
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1 Year Ago
Created a tool to print out any RendererLODs in the loaded scene that can be converted to MeshLods (Tools/Optimize/Find convertable RendererLODs in scene) Went through each monument looking for stragglers, some notable finds: -the xmas set dressing prefabs for compound and bandit town were largely still using LODGroup, almost all of these are now MeshLOD -converted several rooms in a few monuments that were completely disconencted from their root assets (mil tunnels most notably)
1 Year Ago
Fixed sidecar bike pulling to the right
1 Year Ago
Improved sprint meter behaviour
1 Year Ago
Make bike sprinting actually go faster, increasing engine power and top speed
1 Year Ago
Update wooden_crate_e (and it's camo version) to MeshLOD
1 Year Ago
Fix the bike sidecar not sleeping and therefore keeping the whole bike awake
1 Year Ago
Merge from cine_entities
1 Year Ago
Changed material for cinelight_point_blue - now uses version which can be rendered on cyc walls and backdrops
1 Year Ago
Merge main -> Bikes
1 Year Ago
Fixed 'cinecyc_black' not being hidden with hideobjects command
1 Year Ago
Merge from main
1 Year Ago
Replaced all the assets in the inaccessible bathroom in NMS with prefab versions with colliders stripped Converted the props in the Assets/Prefabs/Misc/Junkpile/New folder to MeshLOD S2P supermarket, NMS, bandit town, water treatment
1 Year Ago
Merge from main
1 Year Ago
Rerun fishing village A and C S2P
1 Year Ago
1 Year Ago
Merge from techtree_panel_improvements
1 Year Ago
merge from pipette_skin
1 Year Ago
Updated the tech tree dialog to use pooling instead of instantiating and destroying it's contents when switching tabs Halves the opening time (155ms->77ms) and GC (6.4mb->3.6mb)
1 Year Ago
'selectitem' command fixes/improvements: - wait for the MoveItem RPC to be completed before selecting the belt solt - if the item is present in the belt, just select it instead of moving it to the belt slot 0 - when moving the item from the inventory, take an entire stack instead of a single item
1 Year Ago
- Can now drag a stack of items onto another item in a container with a lower stack limit to swap them over. The item with too many will split itself and only carry over the amount that fits. The move will only fail now if there's no inventory space for the extra item. - Similarly, can now drag-swap admin-created items with more than the usual item's stack limit. The item will be split, but the swap move will now work successfully.
1 Year Ago
merge from io_seismic_sensor
1 Year Ago
merge from electricity_sideinputs_drain_fix
1 Year Ago
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1 Year Ago
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1 Year Ago
Call OnEntityLeave when force removing an entity from a trigger, fixes destroyed entities not cleaned up from the triggers' entityContents list
1 Year Ago
merge from analytics_dump_hierachy_formatting -> main
1 Year Ago
Added rigged model (separate model for now)
1 Year Ago
Alternate setup test
1 Year Ago
Compile fixes