125,320 Commits over 4,171 Days - 1.25cph!

15 Days Ago
viewmodel chainsword update animation edits
15 Days Ago
Enabled pickup on bulb string lights
15 Days Ago
Tweaked spotlight yaw range
15 Days Ago
Removed collider from mannequin corpse
15 Days Ago
Merge Indirect Instancing
15 Days Ago
Merge: from baseplayer_serverupdateparallel - Fixes NRE when UsePlayerUpdateJobs 1/2 is enabled Tests: unit tests
15 Days Ago
Merge: from main Tests: compiles in editor, player cache unit tests
15 Days Ago
Removed LightOccludee on chandelier lights, not supported on dynamic lights
15 Days Ago
Changed chandelier protection
15 Days Ago
Bugfix: UsePlayerUpdateJobs 1/2 - use correct indices when filtering out disconnected players - Added a unit test to validate BasePlayer.FilterInvalidPlayers works correctly Tests: ran new unit test
15 Days Ago
Ceiling light and ceiling fluorescent light use the same max deploy angle and deploy layers
15 Days Ago
Fix indirect instancing tools never actually applying material changes. (Again, because I love Plastic but it doesn't love me back)
15 Days Ago
Added farm sign to farm kiosk
15 Days Ago
Remove Standard+Wind from the list of supported shaders for indirect instancing as it caused some foliage to be rendered white.
15 Days Ago
Revert instancing flags on materials that were using Standard+Wind to their original state.
15 Days Ago
merge from decor_lighting_dlc
15 Days Ago
merge from main
15 Days Ago
Fixed chandelier bounds issue preventing wiring
15 Days Ago
Added a game tip explaining you can adjust the spotlight rotation using a hammer
15 Days Ago
merge from buried_item_null_checks
15 Days Ago
Add null checks for buried item creation.
15 Days Ago
Anim update for sks and l96
15 Days Ago
Rebase on /main
15 Days Ago
Enabled default indirect lighting implementation when in prefab edit mode as the deferred indirect lighting script won't be present
15 Days Ago
Use CanBuild instead of IsBuildingAuthed for the spotlight rotations
15 Days Ago
Merge from foliage_instancing
15 Days Ago
Fixed an issue where spatial environment volumes were being registered to be rendered when they shouldn't have been
15 Days Ago
merge from pilot_hazmat_dlc
15 Days Ago
Deleted pilot hazmat cinematic folder
15 Days Ago
Merged from parent
15 Days Ago
Rebase on /main
Rin
15 Days Ago
Added small power substation
16 Days Ago
Create separate materials for foliage placements/instancing
16 Days Ago
More splat set stuff.
16 Days Ago
Progress
16 Days Ago
Merge from main
16 Days Ago
Place entrance & exit ports based on the loot direction of the map - entrance to deep sea should be on the T2 side of the map - exit out of deep sea is on the "opposide side" so you enter & exit into one continious ocean - example: leave left side of map, enter on right side of ocean
16 Days Ago
update deep_sea/portals
16 Days Ago
Include all the other prefabs updated when generating manifest
16 Days Ago
Update manifest
16 Days Ago
Fix compile errors
16 Days Ago
Update protobuf
16 Days Ago
Commit AK FBX that keeps being reserialized
16 Days Ago
merge from deep_sea/portals -> deep_sea
16 Days Ago
Codegen
16 Days Ago
merge from naval_update -> the correct `naval_update/deep_sea` branch