138,956 Commits over 4,352 Days - 1.33cph!

5 Days Ago
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5 Days Ago
Add option to debug traces to ai debug prefab, to test bushes / smoke in editor
5 Days Ago
Added some test hair cards/materials for debugging
5 Days Ago
merge from boxes_dlc
5 Days Ago
stone box - matrix lod tweak, prefab updated
5 Days Ago
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5 Days Ago
exported updated 3p ejector seat idle anim
5 Days Ago
Merge from shipping container optimizations
5 Days Ago
Committed missing collider mesh for deep sea signal computer
5 Days Ago
Fix some worldmodel prefabs that got saved as disabled, was causing ballista projectiles to be invisible
5 Days Ago
TriggerBase now auto cleanup null objects instead of logging "Trigger x contains null object" forever
5 Days Ago
merge from deepsea_fixes
5 Days Ago
meds box - meshLod instead of renderLod, updated prefab, created guide prefab
5 Days Ago
merge from main
5 Days Ago
rentable shop neon signs blockout + atlas planning (temp materials)
5 Days Ago
beach chair 3p idle anim exported
5 Days Ago
Added a way to determine if a LOD state within an InstancedLodComponent has a renderer that uses DeferredMeshDecals. If so, this state gets ignored by the indirect instancing system, as DeferredMeshDecals handle their own culling and instancing
5 Days Ago
Terrain cell mesh colliders with separate cellsize from rendering
5 Days Ago
merge from main
5 Days Ago
adjusted LODs
5 Days Ago
edited minicopter 3p anims
5 Days Ago
merge from wire_shader_pixel_scaling
5 Days Ago
prefab updates: - disable r/w on ore gibs - guide mesh corrected on metal box
5 Days Ago
corpse prefabs updated: - removed gib from comps corpse - comps corpse box bounds - metal corpse box bounds - removed deploy volume from stone corpse
5 Days Ago
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5 Days Ago
Fix PartialMobileStaticGrid NRE on startup
6 Days Ago
Fixed store skin tile header text wrapping issue
6 Days Ago
Merge from main
6 Days Ago
Fixed browser not selecting a tab by default (regression from 144689)
6 Days Ago
merge from store_dashboard/menu_loading_changes
6 Days Ago
The main menu pages are now kept open during bootstrap and stacked one after the other. Right before the loading is released, we force rebuild their layout using a FlexScopedUpdate This fixes a bunch of layout issues for pages opened the first time: single line steam inventory, squashed settings entries until we start scrolling... Various cleanup, can now get rid of a bunch of hacks
6 Days Ago
Disable volumetric light manipulation on SearchLight to try and diagnose missing volumetrics in build
6 Days Ago
Merge from bushfix
6 Days Ago
Merge from boxes_dlc
6 Days Ago
Merge from signalcomputercollider
6 Days Ago
Merge from mobile_grid_fixes
6 Days Ago
merge from deepsea_fixes
6 Days Ago
Compile fix
6 Days Ago
merge from deepsea_fixes
6 Days Ago
Make sure you aren't teleported back OOB when coming back from the deep sea Fixes boat exploding when exiting the deep sea near the edge of the map
6 Days Ago
Force the player model to play the deploy animation when switching between entities that use planners
6 Days Ago
Restore the models I deleted from main that are still used in that branch
6 Days Ago
Added BBQ
6 Days Ago
Updated held positions for all guitars + bass
6 Days Ago
merge from main
6 Days Ago
Removed animator from sks
6 Days Ago
Fixed boomerang catch animation still referencing old player model anims, fixes r_prop animating incorrectly when caught
6 Days Ago
Terrain mesh collision cells wip
6 Days Ago
Added world.drawbounds: draw the valid bounds, terrain margin, deep sea bounds and deep sea portals