147,510 Commits over 4,444 Days - 1.38cph!

Just Now
merge from main
5 Minutes Ago
pooltable new mesh - texture wip
7 Minutes Ago
Cobalt Statue - New collider for the metal parts
16 Minutes Ago
Fix monument blockers spawning all their gib stages on death
30 Minutes Ago
Disable motion blur because it's still a little broken
45 Minutes Ago
Add a simple motion blur implementation
47 Minutes Ago
merge from bc_better_scaling
49 Minutes Ago
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50 Minutes Ago
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55 Minutes Ago
Fix gibbable paths on vent cage blocker
56 Minutes Ago
frontier hazmat warning spam fix
1 Hour Ago
Merge from ssao
1 Hour Ago
Fixed NaN water heights when the map has no land Skip generation and fill with the open ocean defaults instead (happens on a deep sea with no main land spawned)
1 Hour Ago
fixed frontier hazmat skin constraint setup on right side
1 Hour Ago
Added Deep Sea scene, turns the server into a deep sea
1 Hour Ago
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1 Hour Ago
Bugfix(tests): don't try to manage unit test specific PlayerStates, rely on internal static one (sadface) - also fix ServerOcclusionGroup tests not fully cleaning up players There's an architecture barrier that's hard to push through to support multiple PlayerStates, so keep it simple for now Tests: ran a bunch of unit tests, no longer sporadically failing
1 Hour Ago
fixed mesh lod distance causing texture pop in
1 Hour Ago
Disable BRP AO when using RRP Compile errors fixes Move temporal variables to SSAOApply step only Move RenderPassEvent to after motion vectors to fix temporal filtering
1 Hour Ago
setup BC controller bone retargeting on some assets for proper alignment with playermodel states
1 Hour Ago
cleaned up alignment with player states so that we're not using arbitrary axes, relies on proper bone retargeting of the BC controller
1 Hour Ago
Merge from u6fixes
1 Hour Ago
Change default ADS sensitivity multiplier to 0.2
1 Hour Ago
Potential fix for nav error logged during root motion
1 Hour Ago
Use the new UnsafePass API for the motion vector pass
1 Hour Ago
merge from u6fixes
1 Hour Ago
Gamepad works again. More debug updates.
1 Hour Ago
monumment blocker - vent -- merging gib parts back with main mesh
1 Hour Ago
Merge from new_navmesh_fixes, fix wrong marshalling of bool from C++ to csharp, potentially causing navmesh methods to return true instead of false when they fail, fix agent re-warping to the navmesh in worldspace instead of navmesh space after being re-enabled
1 Hour Ago
cobalt mosaic projected decal, material
2 Hours Ago
Make sure C++ returned bool are marshalled correctly to csharp (1 byte to 4byte int), could cause very hard to track issues
2 Hours Ago
More fixes. Some debug commands.
2 Hours Ago
Cobalt Statue - Moved prefab to the structures subfolder
2 Hours Ago
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2 Hours Ago
apartment_complex_core prefab set dressing progress
2 Hours Ago
More fixes to use new input system.
2 Hours Ago
added satellite crate mesh (with lods and gibs mesh)
4 Hours Ago
.meta file
4 Hours Ago
Manifest
4 Hours Ago
merge from friendlist_contextmenu_fix
4 Hours Ago
merge from consoleinput_mask_fix
4 Hours Ago
Fixed console input field text vanishing after pasting a long string, was a TMP bug I didnt port over after the package update
4 Hours Ago
Fix oxygen ui flickering on/off
4 Hours Ago
Merge from main
4 Hours Ago
- Add a fridge to supermarket which periodically respawns food and can be opened if there is an online powergrid. Using existing fridge asset for now - Add servervars 'respawnloot_lookingat', 'respawnloot_radius' and 'respawnloot_all' to respawn loot in loot containers - Add ILootContainer interface so the lootable fridge can also be treated as a loot container - S2P supermarket, add gas station to maintained monuments test map
4 Hours Ago
Clean: refactor various player server states into one big struct Allows us to shrink func signatures and automate state propagation when we add new arrays. Only cleaned up bare minimum of funcs to get things working, need to do more Tests: ran all relevant-ish unit tests (discovered TestOverlapOBBsConsistency is failing, will fix separately), played on craggy
4 Hours Ago
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4 Hours Ago
merge from main
4 Hours Ago
stats_blurry_clock_fix -> main
4 Hours Ago
Fix a big blurry clock