239,351 Commits over 3,837 Days - 2.60cph!

12 Days Ago
Reworked invisible npc shopkeeper init process so we can diasble the vending machine collider when the attached NPC is dead Resolves a few issues, most notably the ragdoll of killed water well shopkeepers behaving incorrectly (because they were spawning inside a collider)
12 Days Ago
Don't use strong handle here, just temporarily increment refcount, I don't trust using strong handle here
12 Days Ago
Removed a loading platform renderer in outpost that wasn't part of a LOD Converted all of the glue decals to MeshLODs for memory savings and allows them to be included in the HLOD disable list HLOD and S2P outpost
12 Days Ago
Fix error texture spam when calling ClearUnorderedAccessViewUint, created texture needs to be put into a strong handle so refcount isn't zero
12 Days Ago
Fixed selected creative grade not being consistent across all grades, now uses the order of the foundation block
12 Days Ago
Delete ParticleIKFix script, not used and has been replaced by better solutions
12 Days Ago
Allow the static team ids in ESPPlayerInfo to be run from server (eg. GreenTeamId, RedTeamId, BlueTeamId, etc)
12 Days Ago
Arctic base edits
12 Days Ago
Set BaseSpawnPoint playerCheckMargin default to 2, which was the old const value.
12 Days Ago
Fix NRE when an empty string is bound to an input
12 Days Ago
Merge main -> SpawnMargins
12 Days Ago
Fixed some world models getting spawned at the incorrect scale (scale at prefab level isn't respected by gameManager.CreatePrefab, manually apply scale after spawning)
12 Days Ago
Closed collision gaps at the back of the armoured passenger module
12 Days Ago
Fixed mods calling ConVar.global.quit(null) failing due to the new argument check
12 Days Ago
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12 Days Ago
Fix exception in CCameraRenderer::RenderToLayer
12 Days Ago
convar_directory_folders -> main
12 Days Ago
helicopter_keep_damaged_fx -> main
12 Days Ago
timed_explosive_fx_follow_orientation -> main
12 Days Ago
Add prediction to SetValue too Handle backend exceptions add http caching Fix favourites page NRE
12 Days Ago
Should fix tiles being square above 1080p
12 Days Ago
Fix log saying stat instead of achievement Created/Updated columns for Achievement Achievement overview page Fix header avatar size
12 Days Ago
Fix GameTiles not fitting properly in Games page and Org Modal
12 Days Ago
fix INetworkSerializable errors
12 Days Ago
Fix compile error Limit total package score to 1000 max
12 Days Ago
Fix packagecard meta alignment Nicer achievement edit form
12 Days Ago
Set Japanese font to Dynamic to fix the few missing characters (displayed as '?')
12 Days Ago
Make VRController.GetJointData() public so people can make their own hand components
12 Days Ago
Lightning cloud daytime fix.
12 Days Ago
Aurora & lightning iteration +optimization.
12 Days Ago
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12 Days Ago
cherrypicking 104120 104121 104122 104123 104153 104154
12 Days Ago
Achievements (#1662)
12 Days Ago
Show achievement progress on package modal
12 Days Ago
Update service models Pass scores down to achievement notice Show/lerp score Ignore TaskCancelledException in OnParametersSetAsync Disable this debug code
12 Days Ago
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12 Days Ago
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12 Days Ago
Spell achievement correctly
12 Days Ago
Update AchievmentUnlocked message with scores, counts
12 Days Ago
Achievement unlocked popup
12 Days Ago
Leaderboard backup, run #13780
12 Days Ago
Improved rain visuals immensely.
12 Days Ago
Constrain gamepad input dropdown to screen
13 Days Ago
Fix NRE when updating from prefab
13 Days Ago
Merge from /naturetonetests: -Very mild ground_plants, mushroom, hemp and potato mat tweaks for color consistency & harmony. -Optimized wood piles -Adjusted some tree MIPs for a less blocky look from a distance.
13 Days Ago
Various minor ground foliage tone adjustments for constency/harmony. Optimized legacy wood pile textures.
13 Days Ago
Make sure components are using IsValid too
13 Days Ago
world_update_2 -> Aux2
13 Days Ago
radtown_npc_drivethrough -> world_update_2
13 Days Ago
Prevent log spam: 'Trying to set velocity on kinematic body' Send over spline interpolation speed to the client to ensure sound plays as normal when moving along a spline