141,020 Commits over 4,505 Days - 1.30cph!

12 Minutes Ago
merge from medical_honey_bandage
14 Minutes Ago
Fixed world model collision being too small Fixed world model outline referencing the old bandage instead of the new one
48 Minutes Ago
Additional UI options for gamepad
60 Minutes Ago
More gamepad tweaks and convars, actions.
1 Hour Ago
added and setup dedicated worldmodels for fire and bone arrow reducing highlight draws
1 Hour Ago
Changed honeybandage worldmodel to new material and model
1 Hour Ago
merge from main
1 Hour Ago
S2P water treatment, in hopes of fixing broken PreparePrefabs in builds causing a bunch of issues
1 Hour Ago
Honey Bandage Material and Textures
1 Hour Ago
Hook up damage state change FX on all blockers
3 Hours Ago
merge from automated_testing
3 Hours Ago
World model LOD fixes - 6 prefabs drawing every LOD at once MilitaryFlamethrower, ak47u_jungle, scrap, crankshaft1/2/3 and stone had LODGroups with null or duplicated renderer refs, so every LOD drew at once regardless of distance. LOD0 optimisation pass on these too: 47,280 -> 22,675 tris world models where applicable combiend into single worldmodel mesh for simplicity and optimisation, reducing highlight draws when item is dropped: flamethrower 4 → 1, jungle AK 3 → 1, crankshafts 3 → 1 each, scrap 2 → 1
3 Hours Ago
Reduced network range of watertreatment_pipe_waterproducer.prefab. Stops automated tests failing.
3 Hours Ago
Merge from main
3 Hours Ago
Ladder Tall opee and closed variants LOD0
3 Hours Ago
merge from main
Today
Merge from rentableshop_improvements_aug_26
Today
You can no longer access the open shop prompt on a rentable shop if you have stored items in it (prevents being the owner of a shop and having reclaim items at the same time) Rentable shop vending machine stoarge is now refrigerated if the power plant is powered
Today
Merge from crude_drain_fix
Today
Better toast
Today
Merge from main
Today
Fixed incorrect embed.
Today
Merge from rendererlod_collapse_improvements
Today
State change FX for all the blockers.
Today
Fix RRP lightingpass memory leak
Today
Merge from main
Today
Merge from hlod_improvements_aug_26
Today
Codegen
Today
Remove some old debugging code
Fix categories not working properly
Today
do a big pass removing server field resets from vehicle pooling, all tests still pass
Merge from PlayerMaintainedMonuments/analytics
Today
advanced lootbox (the red toolbox loot crate) now has gibs when emptied/destroyed
Today
Disable tangent import on all collision meshes All collision meshes were calculating and storing tangents that collision geometry never uses. Set tangentImportMode to None, removing around 33 MB of mesh data. Import settings only - no mesh or reference changes.
Today
very wip glyph tests
Today
salvaged hammer refresh work - folder cleanup - removed old anims, models, files - updated naming of 3p anims - tweaked sound event timing on 3p anims
Today
Don't override bestRot before spawning
Look for COl when skipping meshes in building block highlights/upgrade
Today
Applied terrain footprint to rock_formation_small_d to fix terrain gaps when it spawns over terrain erosion gutters - need to do a pass over all similar 'flat' rock prefabs
Today
Added footprint functionality into the CliffSandbox dev scene
More tweaks and improvements. Populate tiles in customizer with options defined in character manifest. Fix two extra races being added for no reason
Today
Apply TerrainFootprint's terrain changes in the PlaceCliffs procedural pipeline after all other component steps before spawn
Today
Fix deployables that are inside multiple rooms not working - assign them to their own network groups similar to walls that share multiple rooms and subscribe appropriately
Today
fixed small shark .worldmodel weird setup
Today
removed switch on sound event for viewmodel deploy
Today
TerrainAnchorRingGenerator can now also generate a TerrainFootprint for the cliff to outline TerrainAnchor's and mark a perimeter where terrain should raise up to - this eliminates cases where the terrain erosion step creates gutters that rock formations spawn over, leaving a gap under the rock
Today
Normalise 257 collision mesh filenames from _col to _COL Case-only rename for consistency with the other 2,557. GUIDs preserved, no path references, FBX contents untouched - no functional impact. FBX contents and internal mesh names untouched.
Today
CliffSandbox scene can now get the `.map` file from the server's `levelurl`
Today
Always show rooms that are within ~30m of the player - prevents us from having to blast the client with a ton of entities right when they open the door, allows us to stream them at a sane rate
Today
merge from wtp_maintainables_rework