124,950 Commits over 4,171 Days - 1.25cph!

19 Days Ago
Enable instancing on 3042 supported materials
19 Days Ago
security barge
19 Days Ago
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19 Days Ago
Add indirect instancing tools (modified to work standalone)
19 Days Ago
Ignore glass in query vis jobs
19 Days Ago
chicken_coop_indoor_sunlight -> main
19 Days Ago
Swap to CanSee instead of IsVisible, which can return true sometimes
19 Days Ago
- Make layers and build params match what's done in game - Add navmesh builder to ai singleton - Make static methods that use a lot of state instance method - Increase buffer size for nav tile rendering - Add command to rebuild whole navmesh - Display nav tile coords when using debug display in editor
19 Days Ago
Chandelier - adjusted chain cable mesh size to be closer to default cable thickness
19 Days Ago
Merge from main
19 Days Ago
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19 Days Ago
screen_rocket_distortion_fix -> main
19 Days Ago
Fix NRE
19 Days Ago
Merge from /main
19 Days Ago
Stop explosion effects staying on your screen after death in some cases
19 Days Ago
exported deployable anchor anims
19 Days Ago
naval_update -> scientist_rhib
19 Days Ago
main -> naval_update
20 Days Ago
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20 Days Ago
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20 Days Ago
Merge from underwater_lab_windows_fix
20 Days Ago
Added a check to see if the underwater fog is rendering before attempting to apply it to the underwater lab windows
20 Days Ago
Updated Shotgun Shell and Handmade Shell Viewmodel Prefabs
20 Days Ago
Added spotlight guide mesh prefab, rotates itself depending on the surface
20 Days Ago
Merge: from baseplayer_serverupdateparallel - Bugfix for not replicating npcs when UsePlayerUpdateJobs 2 is set - Bugfix for potential NRE for rare kick reasons when UsePlayerUpdateJobs 1 or 2 is set Tests: 2p session on Craggy with NPCs and bots and UsePlayerUpdateJobs 2
20 Days Ago
Added support for guide mesh prefabs, spawns the prefab instead of a mesh Makes deployable guide less of a pain to implement
20 Days Ago
Bugfix: avoid potential NRE after player kick for terrain violations - Rewrote logic to avoid extra IsRealNull checks - we now filter indices instead Tests: clipped in geometry with noclip
20 Days Ago
Bugfix: player-like entities that don't support occlusion replicate correctly with UsePlayerUpdateJobs 2 Old way of filtering them allowed them to use cache, which never contained them, so they were culled. Tests: 2p session on Craggy with UsePlayerrUpdateJobs 2 - spawned NPC and a bot, it didn't despawn
20 Days Ago
Merge from door_lock_pickup
20 Days Ago
Doors with locks don't display pickup option, lock has to be removed first. This restores previous behaviour and no longer blocks the context menu from appearing on a door with a lock that can otherwise be picked up.
20 Days Ago
Merge From Main
20 Days Ago
Merge: from main
20 Days Ago
added guide mesh for spotlight
20 Days Ago
Added storage adaptor socket to wall cabinet
20 Days Ago
Fixed spotlight rotation when placed on ceiling and floors Updated icon
20 Days Ago
Tweaked spotlight colliders and volumes following the art update
20 Days Ago
Update TC tool storage tooltip phrase
20 Days Ago
Beanbag phrase
20 Days Ago
Restored decor lighting dlc phrases
20 Days Ago
merge from main
20 Days Ago
Fixed player model skin overrides for clothing hiding mannequin parts
20 Days Ago
Return spans for sleeping bags.
20 Days Ago
Cherry pick sleeping bag optimization to its own branch and update from main
20 Days Ago
WIP changes to mission editor. Changes summary: - Created new TutorialMission type, removed some fields that were no longer needed and moved some things pertaining only to tutorial missions to these. Updated tutorial mission assets to be of this type. - Renamed some fields on BaseMission and added tooltip descriptions. - Removed simple mission provider field from missions. Missions which belong to a simple mission provider are now defined on the provider. - Added FilteredEnum attribute which allows for the inspector to omit drawing one enum value and for defining a new default value for the field on int-backed enums.
20 Days Ago
Unsubtract nametag/terrain hole fixes. Only invalidate terrain hole raycasts if a raycast hits terrain.