138,054 Commits over 4,324 Days - 1.33cph!

4 Minutes Ago
merge from optimize_sleeping_bag -> main
4 Minutes Ago
merge from optimize_sleeping_bag -> main
5 Minutes Ago
Compile fix
4 Minutes Ago
merge from boxes_dlc
7 Minutes Ago
merge from main
13 Minutes Ago
merge from boxes_dlc
17 Minutes Ago
exported updated 3p bone knife anims
17 Minutes Ago
rebase on main
18 Minutes Ago
Added broadcast refresh calls to MeshPaintableSource when the materials are updated so the instancing system updates correctly
19 Minutes Ago
Tweaked the tropical texture atlas source files to solve the puddle issue.
19 Minutes Ago
merge from indirect_instancing (build fix)
20 Minutes Ago
Fix deep sea treasure mission progress getting stuck if player disconnects after digging up treasure chest
20 Minutes Ago
Fix client and server build 🎳
20 Minutes Ago
Merge from treasure_mission_fix
22 Minutes Ago
removed dupicated textures on explosives box, enabled GPU instancing on all component box materials
25 Minutes Ago
Fix a few boat piece construction placeholder meshes.
56 Minutes Ago
boat_ai_reverse_preference_fix -> main
58 Minutes Ago
Setting up burstcloth and skinning for ghost sheet
1 Hour Ago
fix missing z-buffer when rendering forward opaques
1 Hour Ago
Fix bbs not setting owner id correctly with deploy & edit
1 Hour Ago
texturing progress - apartment complex
1 Hour Ago
Fix boat ai attempting to reverse to stay in-line with a player on a boat rather than just slowing down the gas pedal Use a stuck timer locking mechanism to only allow the boat ai to reverse when its stuck.
1 Hour Ago
Added coffee table to prefab
1 Hour Ago
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1 Hour Ago
Apartment kits update
1 Hour Ago
merge from indirect_instancing
1 Hour Ago
rebase on main
1 Hour Ago
* Fixed doors getting detached when operated on a vehicle with indirect instancing * Fixed ghost objects being left behind if they had skins applied. * Fixed debug overlay not returning correct results in the editor * Improved debug overlay to be more useful and readable * Added prototype SIMD collider-less raycasting code. (WIP)
2 Hours Ago
In editor by default: the deep sea will spawn right when the server starts, and it will use the fast intervals (1s in between each entity and 0.1s in between each spawn groups)
2 Hours Ago
loot_container_populateloot_fix -> main
2 Hours Ago
Fix 'CONTACT DEVELOPERS! LootContainer::PopulateLoot has null inventory!!!' being thrown when loot containers were attempting to populate loot whilst destroyed. Thanks nivex!
2 Hours Ago
merge from hackweek_more_tests
2 Hours Ago
Fix 18 more deployables clipping with construction Add whitelist to exclude some from the test
2 Hours Ago
merge from main
2 Hours Ago
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2 Hours Ago
Add poolable component to contional contents, hide/show box contents depending on building privilege
3 Hours Ago
merge from naval_update/io_boats
3 Hours Ago
Fixed pressure pads being deployable halfway through walls
3 Hours Ago
Add BoatBuildingStation.StaticStationsEnabled convar. Kill any static stations that try and spawn if disabled.
3 Hours Ago
Add IsStatic to boat building station, set for static deployed version. Don't destroy a static BBS when finishing via the wheel.
3 Hours Ago
Updated and Improved Makeshift Coffee Table Prop LOD 3
3 Hours Ago
All IO entities are disconnected when a boat sinks, same delay as the doors etc
3 Hours Ago
Deployable test for missing guide mesh
3 Hours Ago
Tweaked Vertex AO Values on Makeshift Coffee Table Prop Created Makeshift Coffee Table Prop Prefab Setup Makeshift Coffee Table Prop Prefab, LODS and Colliders
3 Hours Ago
merge from hackweek_more_tests
3 Hours Ago
Handle multiple groundwatch components in the groundwatch test
4 Hours Ago
Restored spotlight and tripod spotlight deploy guides
4 Hours Ago
Fixed issue when meshes with and without uv2 channel were combined in the same batch
4 Hours Ago
merge from main
4 Hours Ago
Fixed HBHF and simple light groundwatch Fixed industrial light placement regression