224,727 Commits over 3,714 Days - 2.52cph!

Today
Improve output format readability, remove optional result types Remove AudioReflections sampler
Today
editing blunderbus viewmodel animations
Today
Just exit playmode on Game.Close in editor
Yesterday
sprite y offset shadows sprite depth
Yesterday
merge from main
Yesterday
Delete the sks item skin asset, prevents it from being crafted as a SAR skin Update skin list
Yesterday
Remove .vmix type
Yesterday
WIP sending a special death info to the player when they die due to sleeping in a safe zone
Leaderboard backup, run #11466
Yesterday
merge queue_tracking -> analytics_server_profiling
Yesterday
Track queue size, events processed & execution time per queue per frame - bool to enable / disable it of course
Yesterday
Split ObjectWorkQueue out of ObjectWorkQueue<> Rename some variables to uppercase
Yesterday
Hide the health bar of the entity the player is looking at while in ADS and the hide interact text while aiming option is set to true Also optimised the health bar update method to remove an 80b/frame allocation and a 90b/frame allocation when looking at a building block (regardless of the ADS setting)
Yesterday
merge from main -> analytics_server_profling
Yesterday
killing enemies etc use og version's measurements add status coins
Yesterday
Adjusted motorbike fuel use
Yesterday
Fixed pedal bike being invisible since the LOD model update. Just assigned LOD0 for now, keeping the rest the same
Yesterday
Use drastically less fuel/sec on human-powered bikes. Let's not starve to death from a two minute bike ride
Yesterday
Working human fuel functionality for the pedal bikes. Takes from the driver's food and water instead of low grade fuel in a tank
Yesterday
Unsaved
Yesterday
Send the cargo ship patrol path to the player, render it on the map
Yesterday
Chromatic ab fix.
Yesterday
Fix
Yesterday
Blur method solution test
Yesterday
New human-powered fuel class + more refactoring
Yesterday
Updated wire materials, fixed the weird reflection on directional materials
Yesterday
Refactored colored IO lines prefab spawning
Yesterday
Better fix, roll the ladder root into the same entity flag toggle as the netting as we want to show them together S2P harbor_1
Yesterday
Parent merge
Yesterday
Merge from main
Yesterday
Refactored fuel system to be passing into VehicleEngineController via an interface, so that we can do fuel powered or something-else powered vehicles (e.g. pedal bikes will be human powered)
Yesterday
Move the ladder on the rotating crane into a new root and toggle it via an entity flag toggle so it's only visible on the crane on the shore side
Yesterday
Add BaseInteractable, moved some common stuff into there. Added WeaponPartInteractable, in preparation for being able to interact with the MP5's charging handle
Yesterday
M4A1 magazine seperated includes empty and full version as bodygroups
Yesterday
Updated importer to handle different atlassing modes Added shadow pass Better shader defaults Fixed gloss/rough issue
Yesterday
Removed world model mags, we're not doing it like this
Yesterday
MP5 magazine seperated bodygroups of a full and empty version
Yesterday
Recycler now also RNGs out remainder of resources when crafting recipe has >1 of an item rather than rounding up
Yesterday
Compile errors
Yesterday
MP5 separate magazine models
Yesterday
merge from main - RC
Yesterday
Fixed MLRS screen map stencil sometimes clipping into the players legs.
Yesterday
Add basic pan and zoom
Yesterday
Delete GameManager (has been replaced by Game for ages now)
Yesterday
merge from favorites_fixes_2
Yesterday
merge from electricity_power_fixes/2/doorcontroller fixes
Yesterday
merge from fix_highwall_guide_clipping_movement
Yesterday
merge from helk_qol_01
Yesterday
merge from /helk_qol_01/barricade_snapping
Yesterday
Snapping relaxing