135,792 Commits over 4,293 Days - 1.32cph!

1 Hour Ago
Fixed more crashes and many potential crashes to do with models
1 Hour Ago
Update: add StressTestImmediateCaptureMT test It smashes the profiler from all 20 threads doing allocations and calling methods, while main tries to record just 1 method in a loop. This triggers heap corruption - think allocation pooling would solve this. Tests: ran extra unit test - it failed drastically
2 Hours Ago
merge from rug_window_fix
2 Hours Ago
Fixed bear rug not deployable on windows
2 Hours Ago
Stop another prop renderer log
2 Hours Ago
main -> pt_boat_turret_seat_angle_fix
2 Hours Ago
Bugfix: kind-of-fix the thread race with Immediate Mode API (late profiler callback might be in progress as we're releasing resources, leading to invalid write) - built debug binaries from a3312fa9 - Added a mini stress test for main thread only, needs multithreading to fully validate I need to optimize internals a bit, to avoid allocation overhead Tests: ran unit tests on repeat 10 times - no issues
2 Hours Ago
- Move turrets into the invoke handler - Minor turret code refactor
2 Hours Ago
Merge from artist_pack_dlc
2 Hours Ago
Fixed rug not deployable on windows
2 Hours Ago
main -> pt_boat_turret_seat_angle_fix
2 Hours Ago
proprenderer_error_spam_fix -> main
2 Hours Ago
Dont update prop renderer in playmode
3 Hours Ago
Do manifest again
3 Hours Ago
Merge from main
3 Hours Ago
- Paintball impact particle effects setup, unintentionally causes multi coloured water splash effects but it kind of works so fuck it - Some small work to paintgun viewmodel - Rebuild manifest, commit changes relating to this DLC pack
3 Hours Ago
merge from fix_manifest_errors -> main
3 Hours Ago
Auto select console inputfield on open
3 Hours Ago
Update manifest
3 Hours Ago
Update manifest (prefabs)
3 Hours Ago
merge from main -> fix_manifest_errors
3 Hours Ago
Final clean up - Deleted old materials/model/rig/anim files - Moved materials/model/rig/anim files to the original folder - Deleted 'New' folder
4 Hours Ago
Add alive time and pos to print stats boat command.
4 Hours Ago
Update: first working version of immediate capture API - binaries built from b3a39bd2 commit Has a bug with a race, will fix next Tests: passes unit tests
4 Hours Ago
System info tab
4 Hours Ago
merge from artist pack dlc
4 Hours Ago
branch and folder creation for monument blockers, plus the start of some idea blockouts
4 Hours Ago
paintable window deploy guide mesh
5 Hours Ago
pulled paintable surface of ornate frames and shutter frames away from wall and fixed collision so they now work with wallpaper
5 Hours Ago
Disabled previous ambience emitters for storm hull creaks, added new sounds and support for storm hull creaks on the ghost ships
5 Hours Ago
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5 Hours Ago
Server admin tab, layout changes
5 Hours Ago
Enable FX for lit frames & related files.
6 Hours Ago
pt_boat_turret_prefabinfo -> main
6 Hours Ago
Add prefab info to the front and rear pt boat 50 cal turrets
6 Hours Ago
Add small arrow on guide of paintable window to indicate which face is paintable, also match durability reduction on pickup of normal reinforced window
6 Hours Ago
Generated the double pt boat turret icon
6 Hours Ago
Updating cannon model with separated fuse
6 Hours Ago
Added zooming in the item list menu (ctrl + scroll wheel)
6 Hours Ago
- Revert M249 icon - Add single turret icon
6 Hours Ago
artist pack description update
6 Hours Ago
icon_generator_animation_support
Add support to the Prop Renderer / Icon Generator to allow running Idle animations in Editor, this means we can force the model to move its bones to an initial idle state. Required in order to generate icons for the new PT Boat Turrets
Today
UZI Blockout Update
Today
renamed scrap frames to shutter frames in name and description json
Today
Paintball Gun - replaced worldmodel ammo MeshLOD with LOD Group so it plays nice with play mode
Merge from artist_pack_dlc
Paintball gun viewmodel change somehow missed commit
Today
Fixed naval scientist suit missing name
Fix null ref on paintball decals Fix paintball overalls having both mesh groups visible without a hat on