141,166 Commits over 4,352 Days - 1.35cph!

10 Days Ago
merge from render_pipeline_testing
10 Days Ago
Setup tropical island 1 and ghostship 1 to use independant navmesh
10 Days Ago
another fix
10 Days Ago
merge from render_pipeline_testing (server compile fixes)
10 Days Ago
further
10 Days Ago
bunch of client preproc guards
10 Days Ago
Updating bunny suit female settings
10 Days Ago
Updating bunny suit burst cloth settings
10 Days Ago
Make command line debug navmesh tool pick the relevant independant navmesh instead of always the default one
10 Days Ago
merge from wakeaiz_tickrate_optim
10 Days Ago
Merge: from remove_clear_from_unsub - Optim: speed up unsubbign from network groups by skipping clearing their entities from the queue Tests: teleported around 2.5k procgen map
10 Days Ago
exported latest m16a2 viewmodel rig/anims
10 Days Ago
Optim: skip clearing entity queue when unsubbing from a network group Was originally done to help with old spectating logic, but it's now handled separately. Tests: teleported around on a 2.5k procgen map
10 Days Ago
drastically reduce tickrate of WakeAIZ when it becomes active, at worst this will add +10% to the sleepDelaySeconds (usually set to 30s) but will significantly reduce the perf impact of it
10 Days Ago
update render pipeline for renamed usings/objects
10 Days Ago
Bunch of fixes. Refactor some scrap cost calculation to include the salvage upgrade in a central location. Tech tree UI costs/values now reflect salvage upgrade effects.
10 Days Ago
Temp workaround force synchronous builds on moving navmesh, as right now the geometry queries use world space and they won't query the right spot
10 Days Ago
merge from main
10 Days Ago
removed old premergeOct 25 anim controller
10 Days Ago
fixed toolgun offset issues
10 Days Ago
Wall alt versions. Scene backup.
10 Days Ago
merge from render_pipeline_testing
10 Days Ago
merge from main
10 Days Ago
Removed temporary materials. Started second pass on Kiosk A
10 Days Ago
merge from autoconnect_menu_fix
10 Days Ago
merge from main
10 Days Ago
Moved t+autobench switch after OnMenuLoaded as well
10 Days Ago
CurrentVersion.cs
10 Days Ago
Shotgun traps and flame turrets are destroyed on boat death
10 Days Ago
Meta files
10 Days Ago
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10 Days Ago
Various code auto updates, part 6 (third party)
10 Days Ago
Various code auto updates, part 5
10 Days Ago
Various code auto updates, part 4
10 Days Ago
Various code auto updates, part 3
10 Days Ago
Various code auto updates, part 2
10 Days Ago
Various code auto updates, part 1
10 Days Ago
Update to rps, victory and beat chest gestures
10 Days Ago
Amplify Shader Editor temp compile fix (this needs to be fixed properly if still in use)
10 Days Ago
TMP auto upgrade (this needs applying upstream)
10 Days Ago
Baseline (ProjectVersion, Packages, MultiplayerManager)
10 Days Ago
easter wallpaper texture update
10 Days Ago
minor tiling fix on one of the easter wallpapers
10 Days Ago
added descriptions to all the wallpapers, engine file update
10 Days Ago
fixed bandit relaxed idle issues
10 Days Ago
merge from new_console-ui
10 Days Ago
Better background blur shader, only used by the F1 menu for now
10 Days Ago
fixed hand clipping on slot machine
10 Days Ago
Merge: from imrpoved_network_groups/serverocclusion_player_fastpath - Optim: skip unnecessary global occlusion group lookups Tests: unit tests
10 Days Ago
Optim: skip checking global occlusion groups for small and large network grid layers Players can only be on medium layer at the moment. Controlled by a UsePlayerOnlyOnMediumLayerShortcut compile switch Tests: ran unit tests