135,977 Commits over 4,444 Days - 1.27cph!

14 Minutes Ago
Optim: cache Sprinkler.DoSplash invoke Tests: none, trivial change
14 Minutes Ago
merge from game_room_dlc
15 Minutes Ago
Metas
15 Minutes Ago
merge from main
16 Minutes Ago
Remove MaterialReserialzer script (removes the menu option, script is deprecated)
18 Minutes Ago
Optim: cache HBHFSensor.UpdatePassthroughAmount invoke Tests: none, trivial change
23 Minutes Ago
Optim: cache ElectricBattery.TickUsage invoke Tests: none, trivial change
24 Minutes Ago
Fixed an issue with render pipeline global settings not being set after loading them from resources
24 Minutes Ago
tanker area sphere tank progress
25 Minutes Ago
Optim: cache ElectricBattery.AddCharge invoke Tests: none, trivial change
28 Minutes Ago
Merge from worldposiitongenerator_optim
43 Minutes Ago
Added the grain volume component and added it to all RRP volumes that needed it
52 Minutes Ago
Applied lighting prefab WIP to scene.
54 Minutes Ago
tanker area sphere tank progress
56 Minutes Ago
Optim: cache CoalingTower.CheckWagonLinedUp invoke Tests: none, trivial change
60 Minutes Ago
Optim: Cache StrobeLight.SelfDamage invoke Tests: none, trivial change
1 Hour Ago
Optim: cache SamSite.WeaponTick invoke Tests: none, trivial change
1 Hour Ago
mag drop, shell eject and mag visibitly added for M16a2 vm and 3p anims
1 Hour Ago
More optimisations for missions WorldPositionGenerator Remove the uneccessary persistent heap allocations for quadtree element arrays and element->rect lookup. Just store rect arrays directly Only keep in memory rects which we know are within valid bounds for a given set of input values rather than all of them Don't do boundary checks on those rects which have been preprocessed (we already know they are within valid bounds) Remove some garbage allocs from lambda captures in PrecalculatePositions (takes place once at server boot)
1 Hour Ago
tweaked draw distances on vent large duct prefabs, were culling too soon
2 Hours Ago
New "Blocked by industrial piping" error when building is blocked by an industrial pipe (before it would say blocked by the entity the pipe is connected to, which could be far away) Phrases
2 Hours Ago
apartment complex HLOD+S2P
2 Hours Ago
NPC lean animations first pass
2 Hours Ago
fixed new fridge prefab not culling
2 Hours Ago
tarp draw distance increase bg apartment barricades entity > static mesh prefabs fill hole in terrain near apartment building
2 Hours Ago
merge from clan_bugfixes
2 Hours Ago
Add UI section in the keybind settings, add clan menu and contacts menu bind options, move crafting menu option to it
2 Hours Ago
fixed up transparent edge on wallpaper edge across uv0 and uv1, set to use detail mask transparency
3 Hours Ago
Enable clan name tag color accessibility option
3 Hours Ago
merge from main
3 Hours Ago
mask tweaks
3 Hours Ago
Added a new property to the Standard and Standard (Specular Setup) shaders for allowing the use of the detail layer's albedo alpha channel
3 Hours Ago
merge from main
4 Hours Ago
update from main
4 Hours Ago
wallpaper inventory model material setup, texture resize,base prefab
4 Hours Ago
merge from settings_serch_fix
4 Hours Ago
Tweaks
4 Hours Ago
Added Unity's build-only API for setting the render pipeline global settings before switching pipelines at runtime
4 Hours Ago
Added arrow buttons to the settings search bar to cycle results
5 Hours Ago
Glowing graffiti concrete floors setup, wip textures, materials, icons. Updated skins list, localization
5 Hours Ago
start on tanker area sphere tank
5 Hours Ago
Extended doorframe out of penthouse apartment a tiny bit
5 Hours Ago
Fixed settings enter to cycle search results regression
5 Hours Ago
merge from satellite_crash
5 Hours Ago
Initial sub menu organization/grouping to reduce overall length of Tools menu
5 Hours Ago
some set dressing inside computer room
5 Hours Ago
Outpost scene playable in editor
5 Hours Ago
SP and collisions for the improvised computer haxor room
5 Hours Ago
Merge from main
5 Hours Ago
fixed roof shadow proxies around skylight/ladder room