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144,724 Commits over 4,444 Days - 1.36cph!

Yesterday
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Yesterday
Merge from apartment complex to bring work over
Yesterday
WIP on industrial barricades before switching branches
Yesterday
apartment complex s2p
Yesterday
deploy updates on 3p animation content
2 Days Ago
merge from PlayerRigUpdate2
2 Days Ago
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2 Days Ago
lower culling dist on broken tiles, disabled shadow casting on them shader complexity lower on the checkin desk, got rid of blend layer
2 Days Ago
Applied the new melee weapon subsystem to the diver torch The skull torch was a variant so it was already using the new subsystems Removed the hacks we implemented to play the turn on and off deploy aniamtions (cleaner implementation by the new subsytem) TODO: remove corresponding states and parameters on the player animator
2 Days Ago
Charity plushies setup
2 Days Ago
Merge from main
2 Days Ago
Fixed visual calculation Increased initial scrap fee to 260 Reduced scrap per hour cost to 10
2 Days Ago
Show time remaining for rent in the vending machine storage loot panel
2 Days Ago
Fix shop interaction Move all admin interactions to the contract sign on the side of the store
2 Days Ago
FIxed rentable shop vm admin panel pointing to old admin menu Fixed new vm admin menu not being closable if the main menu isn't loaded (editor only issue) Fixed interaction flow for vending admin panel in rentable stores
2 Days Ago
Fixed wanted posters clearing the name when entering the deep sea
2 Days Ago
Simplified the "Deployable Snapping" dropdown to just two buttons
2 Days Ago
Removed a 444 byte allocation and 0.01ms cost every footstep figuring our if the player is barefoot (just calculate it once when we rebuild the player model)
2 Days Ago
Mark wearable renderers that are shadow only as update when offscreen, fixes some body parts culling in the local players shadow at some perspectives
2 Days Ago
Periodically recalculate the bounds on all of the skinned mesh renderers on a ragdoll so that the culilng bounds are up to date. (Every 9-10s) Should be more performant than just enabling Update when offscreen
2 Days Ago
First iteration of an automated system to find correct deployable snapping values. Will place a deployable against a ghost item in editor and calculate the perfect measurements
2 Days Ago
RRP contact shadows
2 Days Ago
Cleanup prefab path
2 Days Ago
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2 Days Ago
round up BDU projectile protection this time without a bunch of random shit changed
2 Days Ago
round up BDU projectile protection
2 Days Ago
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2 Days Ago
mp5 deploy update
2 Days Ago
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2 Days Ago
merge from apartment_complex_monument/prototype -> apartment_complex_monument
2 Days Ago
update apartment_complex_monument/prototype
2 Days Ago
Deploy and shadow animation updates on rifles
2 Days Ago
debugging options for seeing thrown darts in debugcam, fixed logs, fixed prefabs of scoreboards, fix crashing in 2p postgame
2 Days Ago
Disable skin viewer view in hands button for held entities not using the viewmodel camera (cultist deer torch)
3 Days Ago
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3 Days Ago
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3 Days Ago
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3 Days Ago
Fixed guitare skin viewer framing
3 Days Ago
Fixed table skins not loading in the skin viewer
3 Days Ago
Ground floor mesh decals
3 Days Ago
fix 3p animations facing sideways oddly (turn off SpineIK on animation subsystem, apply extra rotation to anims)
3 Days Ago
Merge: from stringview_indexof_fix
3 Days Ago
Phrase update
3 Days Ago
Merge: from main
3 Days Ago
Initial attempt at a Train Ai that can patrol our existing rail network: - Based off the backend systems for Boat AI - Will reverse at dead ends - Will only work if theres a driver in the train car
3 Days Ago
Bugfix: StringView.IndexOf - prevent skipping a character if we had to abour a sequence match This affects Contains, Replace and IndexOfAny as well, as they depended on IndexOf Tests: ran unit tests, they pass
3 Days Ago
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3 Days Ago
Update(tests): add a unit test case for StringView.IndexOf failing edge case Tests: test fails as expected
3 Days Ago
Setup components to allow for holosight to hide its sight rail depending on gun it is attached to