197,741 Commits over 4,140 Days - 1.99cph!

Today
Fix from feedback
Today
Store dlc overlay page prefab variant setup Moved the DLC price logic in cart button
Today
M15 Pistol - Updated cinematic textures with new ironsight
Today
merge from main - RC
Today
sharing more data between batched projectile effect processing - only accessing transform pos/rot once per projectile and only checking retrieving local player entity data once per batch
Today
M15 Pistol - Added ironsight dots to world model, small alignment tweaks to size and position
Today
Test changes I used for auto driving boats for solo testing stuff
Today
Fix some client/server domain issues with GetEntitiesInBuildArea
Today
Merge from trimmed_asset_warmup/scene_warmup
Today
Fix client+server compile
Today
Merge from trimmed_asset_warmup/scene_warmup
Today
Fix MLRS being dependent on the rocket prefab server components on the client Fix possible AuroraEffect.UpdatePosition NRE
Today
Added a sample config file that should be used by the build tool.
Today
Merge from main, resolve conflict in FPSLogger caused by 123804
Today
Bugfix: BaseRaidBench - this is no longer nude beach Tests: built C+S and C-only, ran the scene
Today
Update: BaseRaidBench - simulate client flow - use a fake client backend and a dummy connection Fixes players not facing the target, but breaks player clothing for what-ever reason. Tests: ran scene
Today
fix double rendered MeshCull objects
Today
Unify LOD showing/hiding logic and ensure that Hide() is called when a state is covered by instancing
Today
Update: BaseRaidBench - wip weapon aiming - Weapon debug graphics confirm aiming direction - Player model doesn't face the right way (need to run client updates, that's next) - added benchmark-related safety checks in local client logic This also hijacks main camera, I'll have to fix that later Tests: ran the scene
Today
Store page overlay recycling Some layout tweaks
snapping_fix -> main
Try only doing is server checks in a listen server
Today
M15 Pistol - Emissive glow in iron sights
Today
bloody bucket for the medical bay
Today
Pilot codelock - closed status emissive texture
Today
Pilot Codelock - updated textures and prefabs
Today
Window closed by setting there canvas group alpha to 0 are now set as not pickable in the scene view in editor
Today
Removing Build script from the wrong place.
Today
Removing unecessary files.
snapping_fix -> main
Fix snapping not working on split client and server
Add options for setting rate limit of horn. Initial settings allow for unlimited hooting and tooting.
Today
Added Updated Compass Viewmodel FBX
Today
Optimise SH Baker into larger raycast batches, caching texture data, and SH occlusion sampling using parallel jobs. Handle cases where fbx does not have material assigned by searching local materials folder
Today
Enabled mip maps on some store assets
Today
Overlay page button progress bar
Today
view model camera animation update
Today
Merge from parent
Today
merge from main
Today
phrases + coegen checks
Today
merge from naval update
Today
merge from main
Today
backup trawler prefab
Today
Merge from trimmed_asset_warmup/scene_warmup
Today
Fix asset scenes never finishing loading when running as server
Today
Enable map in hardcore WIP bringing back fog of war, taking some parts from the old MapEntity class from 2016 (lol) Local fog generation working, map shader updated to work with canvas group alpha Position is offset for some reason, still investigating
snap_deployable_improvements -> main
Yesterday
Reduce how close you need to be to start corner snap Added summary Reduced cast origin a little Fixed bathtub planter corner snapping
Yesterday
snap_deployable_improvements -> main
Yesterday
Dont include the clientvar