141,333 Commits over 4,383 Days - 1.34cph!

Just Now
Added render texture pooling for active light shadow map caching and added an option to the experimental menu section for toggling shadow caching
3 Minutes Ago
More UI setup
4 Minutes Ago
Merge: from main
5 Minutes Ago
Bugfix: fix HasConnectionsClose & GetCloseConnections missing players in medium and large ranges - also add a unit test to validate Connections overload Tests: ran unit tests
8 Minutes Ago
merge from apartment_complex_monument/prototype -> apartment_complex_monument
11 Minutes Ago
Fix nullref when trying to access Terrain.activeTerrain, use TerrainMeta instead
12 Minutes Ago
Revert some UI changes/behaviour. Add separate prototype panel to techtree. Working towards supporting unlock, multi-unlock and prototype unlock options simultaneously.
19 Minutes Ago
merge from main
20 Minutes Ago
Set new pitch clamps to match animations (30-60deg), update IK hand targets
22 Minutes Ago
Bugfix(tests): adjust player spawn distance for TestNetworkRange.OutsideRange cases They can land on a boundary, making it more difficult to reason when working across small/medium/large layers Tests: ran the tests, same results
24 Minutes Ago
Bugfix(tests): expand TestServer's network grid from 1k to 2k Previously it was too easy to accidentally setup an out-of-bounds scenario, leading to confusing test failures Tests: ran related tests, discovered couple tests are failing (unrelated to this change)
30 Minutes Ago
Avoid repeated calls to Terrain.activeTerrain
45 Minutes Ago
testlist
51 Minutes Ago
Commit the .meta files that keep popping up
53 Minutes Ago
Skinning update for paintball overalls
54 Minutes Ago
merge from woodpile_changestage_audio
56 Minutes Ago
Rename RebuildAllNavmeshes to RebuildDefaultNavmesh
57 Minutes Ago
merge from fix_privaddfriend_vis
1 Hour Ago
merge from computer_station_io (only manifest changes)
1 Hour Ago
manifest
1 Hour Ago
Disable leg animator, re-enable sweep anim, swap to zero rotation sweep.
1 Hour Ago
Fix scientists not shooting most of the time
1 Hour Ago
merge from computer_station_IO
1 Hour Ago
Fix big blue circle for nav projections being distractived when ai.showpaths convar is set
1 Hour Ago
Fix scientist staying in dogfight forever when there is no cover around that protects them from their target last known position, but their target is nowhere to be seen
1 Hour Ago
Prototype sweep anim, move distance calc to server regions, setup mount offset, IK, sweep anim.
1 Hour Ago
update from mortar
1 Hour Ago
Adding sweep animation with no root motion for 3p character
1 Hour Ago
Skinning update for space hazmat
1 Hour Ago
Temp fix for scientists not facing their target
1 Hour Ago
Fixed ice mask/vest not appearing
1 Hour Ago
New(tests): tests for BaseNetworkable.HasCloseConnections and GetCloseConnections - named cell sizes for various layers in NetworkVisibilityGrid Tests: ran tests, failing where expected
1 Hour Ago
add io for twitch rivals desk skin
1 Hour Ago
Alternate idea
1 Hour Ago
console_quickjoin_fix -> main
2 Hours Ago
Merge from main
2 Hours Ago
Increased timeout slightly to allow FPBuild to handle closing of started processes
2 Hours Ago
renames for wall tiles mosaic textures
3 Hours Ago
merge from playerrigupdate2
3 Hours Ago
Material updates Beard textures
3 Hours Ago
Bunch of UI/UX wip for prototype techtree
3 Hours Ago
some cleanup post merge
4 Hours Ago
main -> console_quickjoin_fix
4 Hours Ago
Move PlayerJoin to UIConnection instead Connect just sends values over to UI rather than through a wrapper method
4 Hours Ago
Fix blurry radtown sign once again, regressed during naval texture optimizations
4 Hours Ago
Change Unlock button text to say Prototype when prototype will be used. Added static strings for both.
4 Hours Ago
merge from main
4 Hours Ago
Don't show the path to a selected node if we have prototype, to show the path won't be unlocked too.
4 Hours Ago
Merge from Main
4 Hours Ago
Workbench NRE fix