224,759 Commits over 3,714 Days - 2.52cph!

4 Days Ago
exported rough 3p blunderbuster anim set and setting up blunder buster in unity
4 Days Ago
added chippy box
4 Days Ago
scaled down heads a lot, started on some lighting presets
4 Days Ago
Make Component.Reset() reset its PropertyAttribute marked properties
4 Days Ago
packaged food texture fix and asset party setup
4 Days Ago
UI Prefab update
4 Days Ago
Added new overlay type and prefab for hood. Item.
4 Days Ago
Return old studio lighting scene
4 Days Ago
merge from sks (Sar skin for nomad hazmat pack)
4 Days Ago
merge from external_holdtobuild
4 Days Ago
merge from launch_site_puzzle_loot_fix
4 Days Ago
New branch, merging prisonerhood (3 years old) to main instead of updating a 3 year old branch.
4 Days Ago
RPC filtering API change
4 Days Ago
Setup for weaponracks
4 Days Ago
Fixed crates spawning inside LS elite spawns on puzzle reset
4 Days Ago
merge from industrial_conveyor_quickmove
4 Days Ago
merge from cargo_double_dock
4 Days Ago
merge from mission_improvements_may_24
4 Days Ago
merge from material_reserialize_may_24
Leaderboard backup, run #11394
4 Days Ago
4 Days Ago
Improve ServerUse for weapons with >0 thickness. Previously a sphercast would find all hits along the bullet's travel, and then hit the first valid solid object. But imagine a theoretical bullet with e.g. 20m thickness, hitting the ground in the middle of a crowd of players. That bullet hits the ground first, so that's considered the canonical hit, and no players take damage at all. In this updated version, we only exit once we've done damage to something that can actually take damage, otherwise we keep looking through all the hits. Since this means we might now find valid hits behind solid static objects, we now also check for visibility of the hit.
4 Days Ago
Minor edit, don't need a separate method here
4 Days Ago
Added a backup generic hit pos so the attack heli rockets crosshair doesn't ever have to reset confusingly to the center of the UI
4 Days Ago
Fix compile error from title being changed to titlePhrase
4 Days Ago
Added a slight level of movement forgiveness when placing external walls, placing should now be possible while perched on something (where for all intents and purposes you're standing still but you might be moving an imperceivable amount per frame) Short Ice Wall now takes 3 seconds to place
4 Days Ago
Get rid of most of the unused commented code
4 Days Ago
Merge from main -> qol_auth_friends_tc
4 Days Ago
Merge from main
5 Days Ago
Fixed cargo ship not remembering which harbor it was docking at if the server was saved mid-dock
5 Days Ago
Fixed the quick move conveyor path leaving 0 quantity items behind when moving items These get cleaned up every second in the item heartbeat but we need it to be faster because electrical furnaces have limited space and the 0 quantity items were making the conveyor think it was full and shut down
5 Days Ago
Merge from main
5 Days Ago
Reserialize all materials (1083 changes)
5 Days Ago
Merge from main
5 Days Ago
Meta deletes
5 Days Ago
Meta updates
5 Days Ago
Merge from main
5 Days Ago
S2P fishing_village_c
5 Days Ago
Slight styling changes
5 Days Ago
Merge from main
5 Days Ago
Merge from cui_scrollablecontainers_54
5 Days Ago
Fixed typo in horizontal scrollbar json read
5 Days Ago
Merge from main
5 Days Ago
Fix typo, not meant to pass high precision offset to fog, just direct position https://i.imgur.com/EGNuSTA.png
5 Days Ago
Remove references to texture cube arrays Remove all CPU path for envmaps, bindings, fingerprinting, etc, should've removed 3 years ago but now we're ready for it
5 Days Ago
Bindless cubemaps!
5 Days Ago
Shadow Cache + Time Sliced Shadows (#1535)
5 Days Ago
Print actual lightdesc for shadow map on debug markers, cleanup
5 Days Ago
Readd shadow volume culling, CDrawShadowMapsForLightParams has all frusta inside itself, no need for multiple
5 Days Ago
Readd shadow volume culling, CDrawShadowMapsForLightParams has all frusta inside itself, no need for multiple