256,240 Commits over 4,018 Days - 2.66cph!

3 Months Ago
Add IActionGraphDelegate.DelegateType
3 Months Ago
3 Months Ago
super basic in-editor marching cube setup to make experimenting a bit easier
3 Months Ago
Merge from qol_scope_zoom_toast -> main
3 Months Ago
IActionGraphDelegates can now be created from Type delegateType
3 Months Ago
3 Months Ago
Global Fog card
3 Months Ago
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3 Months Ago
Updated knight armour 4k textures
3 Months Ago
exported 3p shield anims correctly and turned 'write defaults' back on for the metal shield idle in player animation controller
3 Months Ago
Fix scientist corpse prefab ID not being updated after folder move
3 Months Ago
replaced greybox volumes with the wip floor kit in ruins
3 Months Ago
Use engine PlayerController Fix warnings
3 Months Ago
Remove debug amount
3 Months Ago
Always define vTexCoord2 by default Shader rebuild
3 Months Ago
Escape Card Increase base rerolls
3 Months Ago
merge from xmas2024
3 Months Ago
Fur fix Fur tweaks
3 Months Ago
Fix CameraComponent.ScreenNormalToRay
3 Months Ago
Always define vTexCoord2 by default santa outfit
3 Months Ago
Shader build
3 Months Ago
Leaderboard backup, run #16085
3 Months Ago
Humans: port over more animations from the Citizen set
3 Months Ago
Codegen
3 Months Ago
Codegen
3 Months Ago
Merge from primitive
3 Months Ago
Merge from main
3 Months Ago
Shading Complexity in ToolVis, quad overdraw isn't even working now, and certainly doesnt need it's own shading mode, can make all materials use same shader
3 Months Ago
Remove HighlightDeprecated from shaders, seems was never used?
3 Months Ago
Remove long unused shit from pixelinput and vertexinput and clean it up Remove D_ENABLE_USER_CLIP_PLANE, complete bullshit, we use oblique projection matrices now
3 Months Ago
ice sculpture sound import settings
3 Months Ago
ice sculpture sounds
3 Months Ago
Fixed priority of block impact anims so they don't go via the idle state
3 Months Ago
Fixed left hand driven camera animation not working when shields are active
3 Months Ago
Split "Save Backpack Holster" option on HeldEntity inspector into two options, "Save Scene Position as Holster" and "Save Scene Position as Backpack Holster" Added a "Save Holster Info to Prefab" button that copies the current holster values to the prefab asset Don't show any of these options on Held entities if they are not in the scene (they would have failed anyway)
3 Months Ago
Merge from primitive
3 Months Ago
Adjust shield holstered positions Removed some placeholder anims
3 Months Ago
Disable write defaults on shield idle
3 Months Ago
Merge from main
3 Months Ago
Moustache, Mutton Chops, Medium Beard and Female Mesh Tweaks
3 Months Ago
Fixed car shredder in the junkyard using a borked shadow proxy. Junkyard S2P
3 Months Ago
Maybe fix for miner hat issue, not sure. Couldn't reproduce it.
3 Months Ago
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3 Months Ago
- only regenerate previous/target weather textures if the states change - do moon lighting - add convar to force a cloud config - other shader adjustments
3 Months Ago
Remove this old sound capture code from soundsystem Lock mutex when encoding audio frame for videorecorder
3 Months Ago
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3 Months Ago
Leaderboard backup, run #16074
3 Months Ago
Merge from /deluxe_christmas_lights_emission/xmas_light_uncrappification/ (MeshLOD removal.)
3 Months Ago
Just run the LOD0 mesh instead of LODMesh scripting every instance -- to test incompatibility. Probably wasn't even worth the CPU overhead anyway.