143,749 Commits over 4,413 Days - 1.36cph!

Today
Updated bdu, vest, leg armour and helmet prefabs and fbx files (added female versions of the different assets). Setup new prefabs for the female versions of the different assets. Added viewmodel model and prefab for the BDU shirt
Today
undo 150488
Yesterday
Added degree indicator
Yesterday
Added vehicle damage to the fragmentation mortar shell (50 to match the F1 grenade)
Yesterday
Merge from workbench_upgrades
Yesterday
Reinforced upgrade can now specify health bonus values per workbench level/type. Set initial values to maintain existing health boosts (effectively 150% of bench health)
Yesterday
Salvaged Cleaver audio tweaks
Yesterday
Improved HUD contrast. Removed the old disabled UI from the prefab.
Yesterday
exported edited 3p zipline anims
Yesterday
6.3 fix
Yesterday
Fix existing sell order NRE
Yesterday
Fixing stray verts skinning for garage door
Yesterday
RRP viewmodel camera
Yesterday
Removed editor code that's no longer needed
Yesterday
first pass on leaderboard, still WIP
Yesterday
Improve mortar deployment around players
Yesterday
Initial commit Basic setup and boilerplate stuff to turn on powerplant using new fuse like item, feeds power into a global powergrid which can be plugged into at IO access points. ✨𝘴𝘶𝘣𝘫𝘦𝘤𝘵 𝘵𝘰 𝘤𝘩𝘢𝘯𝘨𝘦™✨
Yesterday
tick rate and visual tweaks
Yesterday
Tiny tweak on the monitor display to make it reflect better.
Yesterday
Player seed updates
Yesterday
binocuar_fixes_2 -> main
Yesterday
Ensure binoculars are hidden when relogging in
Yesterday
Course changes
Yesterday
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Yesterday
Source updates
Yesterday
codegen
Yesterday
More wip UI
Yesterday
Military vendor animation content
Yesterday
Updating skinning for female skin
Yesterday
more set dressing progress in streets
Yesterday
Updated directional floorpaper textures, updated icons and relinked them, added descriptions
Yesterday
Bandit gear skinning update
Yesterday
apartment medium art
Yesterday
Use in environment check on the binoculars to correctly set day/night mode better than just day/night time
Yesterday
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Yesterday
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Yesterday
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Yesterday
Flipped hte UI numbers to align with the min max flip. Removed debug gizmos from impacts. Minor polish.
Yesterday
Update: use volatile int instead of Volatile.Read(ref long), as the latter is an expensive CAS Existing code was using non-volatile read of long, but I don't think it's safe Tests: ran perf tests
Yesterday
setup w_bowless_crossbow anim controller with multiple deploys for loaded and unloaded states
Yesterday
Bugfix: fix extreme spillage in high-contention perf test Turns out I needed to do an extra spin, whoops Tests: ran unit and perf tests
Yesterday
server_browser_update_2 -> main
Yesterday
- Hide distance behind a popup - Country select window changes - Minor cleanup all around
Yesterday
Merge: from pool_mt
Yesterday
Merge: from pool_mt
Yesterday
Update(tests): add 4, 8, 16, 32 task scenarios (previously was just 32) for pool perf tests Tests: ran perf tests
Yesterday
Update(tests): expand AllocDeallocMTShortLived to optionally simulate busywork We're never going to be just slamming the pool(or if we do - we shouldn't as that's overhead). This makes the test closer to real world. Tests: ran perf test
Yesterday
main -> server_browser_update_2
Yesterday
Fixed a shadow caching OOB exception when there are no lights in the scene
Yesterday
merge from horse_rpc_fix