160,229 Commits over 4,566 Days - 1.46cph!

5 Days Ago
merge from leading_boostui_fix
5 Days Ago
Revert my temp proc map changes
5 Days Ago
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5 Days Ago
Merge From Main
5 Days Ago
Merge from main
5 Days Ago
Console autocompletion fills entity name and path in lowercase, fixes some case sensitive commands
5 Days Ago
Gamepad map zooming now centers around the crosshair
5 Days Ago
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5 Days Ago
- Increase interpolation delay the further away the object is instead of trying to predict lod based delay via changes in packet timings - Let clients drop the extra delay if the setting is off on the server
5 Days Ago
dpad inventory behaviour improvements
5 Days Ago
Fixed wires parented to doors stretching towards world origin after exiting/entering network range
5 Days Ago
merge from parentedwires_fix
5 Days Ago
merge from main
5 Days Ago
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P90 Blockout
5 Days Ago
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5 Days Ago
merge from spine_fixes
5 Days Ago
Fix crawling head IK being croooked. Fix spine IK not rotating fully when using held items (HasHoldTypeAnimations vs HasHeldItemAnimations)
5 Days Ago
merge from main
5 Days Ago
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6 Days Ago
Merge from main
6 Days Ago
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6 Days Ago
adding war hammer blockout mesh
6 Days Ago
Small 3x3 randomised rooms added (still WIP)
6 Days Ago
Attempt at an experimental network LOD system - updates entities more or less often depending on how close they are to the player. Uses cell coordinates Doesnt affect players. Needs more work to stop affecting gameplay with animals etc. Initial experiments show a 75% decrease in entity position network traffic at high distances 50% reduction in entity position updates at medium distances
6 Days Ago
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6 Days Ago
Merge from render_pipeline_testing
6 Days Ago
Added support for lens distortion and added cinematic volume profiles
6 Days Ago
Experiment with moving the cargo plane movement to the clientside Circumvents 380 B/s per player when cargo plane is out
6 Days Ago
updated g3a3 blockout mesh with a rail system for mounting attachments
6 Days Ago
added katar blockout mesh
6 Days Ago
blur/bump taps lod out, reducing texture reads when not needed
6 Days Ago
seagull rig and anims exported
6 Days Ago
merge from prefab_hierarchy_flattening
6 Days Ago
Added missing AmbientLightLOD to NVG scientist lights
6 Days Ago
merge from pool_review2
6 Days Ago
Bumped the amount of gun firing effects we warm up
6 Days Ago
Metal embrasure warmed up amount set to 25
6 Days Ago
Puzzle reset objects keeps parent instead of descendants, thats what it depends on
6 Days Ago
Train track splines keep descendants, fixes tunnel lights not working
6 Days Ago
DungeonBaseLink keeps descendants, fixes error when generating underwater labs
6 Days Ago
Socket flattening fixes Socket_Base keeps its descendants, Socket_Specific_Female keeps its parent, SocketMod_Inside uses world position / rotation instead of local
6 Days Ago
merge from main
6 Days Ago
Merge from main
6 Days Ago
Fix water pistol z-fighting
6 Days Ago
Merge from mod_entity_belt_only
6 Days Ago
Added new logic to ItemModEntity that only creates corresponding entities for items marked as player only when they are in the belt We've already enabled this for most items so they don't spawn and destroy entities when they are in containers, this extends this behaviour so that the entity only gets created when it ends up in the player belt This should result in less entities broadly, particularly when creating a corpse as we paid a cost for destroying the entities as we transferred the items to the corpse Disabled by default