141,551 Commits over 4,505 Days - 1.31cph!

30 Days Ago
pooltable - adjusted wide deploy volume to prevent getting stuck when dismount on short side
30 Days Ago
pooltable - added corner floor guides to help with placement inside bases
30 Days Ago
set up viewmodel renderer
30 Days Ago
Updated description
30 Days Ago
removed unused model prefab
30 Days Ago
Thruster buttons
30 Days Ago
new rock sculpture model and temp ao/normal textures. scale broken
30 Days Ago
Update: add a bunch of perf counters to try to track down the spike source - slightly amend Enqueue to help progress swap before creating a new segment if it failed The spikes are from GC collection events, likely triggered by excessive trashing of segments(after 10 runs - 106 created, 97 trashed) Tests: ran AllocDeallocMTShortLived(32, false) perf test
30 Days Ago
merge from uibindings_nre_fix
30 Days Ago
Fix attempt for the UI bindings NRE spam
30 Days Ago
Control screen wip
30 Days Ago
jukebox - added gibs - updated material and prefab
30 Days Ago
Dismount the player from the pooltable if theres no ground beneath them
30 Days Ago
pool: add more profiling everywhere
30 Days Ago
Offline screen finished. Removed some now dead UI code.
30 Days Ago
Bar Wallpapers - fixes and renames
30 Days Ago
assigned concrete physics mat to block
30 Days Ago
R/W satellite_crashed_col
30 Days Ago
Cooldown screen wip
30 Days Ago
merge from crafting_stall_fix
30 Days Ago
fixed clipping issues with barstool mounts
30 Days Ago
Fixed the 1s client stall when opening the crafting menu for the first time We now warmup the steam item definitions when they load, so the first ItemDefinition.skins2 call hits cached properties instead of doing thousands of cold native Steamworks calls (caused by the PlayerBlueprints.HasUnlocked recent optims)
Rin
30 Days Ago
Added heavy fuse spawn to crate_normal and crate_normal2 Removed spawns from LootSpawn.RadTown1 and LootSpawn.RadTown2.
30 Days Ago
merge from main
30 Days Ago
Locked screen finished
30 Days Ago
Merge from PMM
30 Days Ago
updated the pipe_hole mesh to be shaped more like junkpiles mounds
30 Days Ago
back from trip, big merge from main
30 Days Ago
fixed gas station interior LOD1 borked material assignment underground
30 Days Ago
Livestok animals now flee if a loud noise like a gunshot is heard nearby
Rin
30 Days Ago
Another heavy fuse loot table pass
30 Days Ago
Fixed missing interact collider on lamb Fixed following behaviour not working due to grazing taking priority If an animal is hurt while being led they will forget about who they were following after they flee
30 Days Ago
Aging boilerplate Expose a TimeToGrow field on livestock, when this time is reached they are replaced with a provided next stage prefab If no next stage is provided then the animal is just killed (old age?) Added livestockanimal.ageuplivestock that will age up the nearest animal with 20m
30 Days Ago
Lamb setup Fixed prevent building volumes too large on all livestock
30 Days Ago
Sheep hitboxes
30 Days Ago
Created a tool to copy hitbox definitions from one skeleton to another with an optional scale multiplier (not needed in this case as the animator root is scaled, not bones) Set up calf hitboxes
30 Days Ago
Fixed hitboxes on cow
30 Days Ago
Merge from main
30 Days Ago
Merge from powergrid
30 Days Ago
pool table sounds first pass
30 Days Ago
Merge from redirect_crafting_fix
30 Days Ago
dart board sounds first pass
30 Days Ago
Rock sculpture impact fx & related files.
30 Days Ago
Fixed item crafting not accepting redirect skins as ingredients Fixes not being able to craft a stone spear with a NY wooden spear
30 Days Ago
Fixed those gas station fixtures.
30 Days Ago
Steeper satellite crash terrain overlay, for better hill support.
30 Days Ago
Merge from CompassShieldViewmodel
30 Days Ago
Jukebox particle fx now plays in time with music
30 Days Ago
Jukebox cast lighting
30 Days Ago
Commit progress New StagedRendererLOD component for staged destruction entities which supports renderer and material swaps between destruction stages and LOD levels Custom inspectors for StagedRendererLOD and StagedDestructionEntityInfo Seems to work, need to migrate data from existing prefabs to new serialized fields