140,157 Commits over 4,505 Days - 1.30cph!

16 Minutes Ago
Added cap world model (in case we decide to add it to the left hand)
26 Minutes Ago
Renamed the flare folder from 'FlareOld' to 'Flare' (groundbreaking stuff and will probably break the internet)
39 Minutes Ago
removed animator from .weapon prefab
39 Minutes Ago
Deleted old materials/model/rig/anim files - Moved materials/model/rig/anim files to the original folder - Deleted 'New' folder
40 Minutes Ago
latest glass ar admire anim exported
42 Minutes Ago
updated events so flare appears more realistically back in hand in 3p
1 Hour Ago
puzzle setup, placed doors, started splitting up stations into rooms
1 Hour Ago
Fixed glitch
1 Hour Ago
fix ADS jitter with the shield on your back
2 Hours Ago
Taper and fade the last few seconds of satellite trail right before impact so that the trail looks nicer/more natural while it hangs around post-impact.
3 Hours Ago
snow machine, discoball, strobe light and drone now proper have world models LOD0 optimised to be cheaper than burlap sack
3 Hours Ago
- added jellyfish test assets
3 Hours Ago
Small room i lookdeving
3 Hours Ago
Debug overlay
3 Hours Ago
- added seagull asset for testing
3 Hours Ago
Fixed a spelling mistake in the SpatialBiomeFogCamera's CommandBufferDesc name
3 Hours Ago
Added names for all CommandBufferDesc instances
3 Hours Ago
removed unused random rooms (broken links), added doors and puzzles to medium and small stations
4 Hours Ago
Use a NativeArray for lightShadowData
4 Hours Ago
- added frog store asset for testing.
4 Hours Ago
Added a way to name command buffers that are handled via the CommandBufferManager instead of just having a random hash at the end, this should make it easier to debug issues with command buffers that cause warnings or errors
4 Hours Ago
Add two PoolAnalyzerGetWrapper
4 Hours Ago
Continuing lookdev/theme exploration in small random rooms w/ set dressing. Added spawner scripts to ones so far.
4 Hours Ago
Fix swing seats marking attackers hostile
4 Hours Ago
Made anim effect test a bit stricter, found 8 more cases that would warn ingame Slightly less trivial to fix, for example C4 reuses satchel animations but doesn't have a throw effect, but can't get rid of it since satchel charge needs it Fixed by adding new ignoreInheritedEffectEvents in AnimationEvents, any effects added there will be ignored All tests pass
4 Hours Ago
Fix held entity sprint modifier NREs
4 Hours Ago
Fixed the issue where the night vision goggles would appear black with shadow caching enabled
5 Hours Ago
cherry picking from single shot world model
5 Hours Ago
cherry picking from door key world model 2
5 Hours Ago
cherry picking from door key world model
5 Hours Ago
cherry picking from fog machine world model 2
5 Hours Ago
cherry picking from fog machine world model
5 Hours Ago
cherry picking from fishing tackle world models
5 Hours Ago
cherry picking from small spike world models 2
5 Hours Ago
cherry picking from small spike world models
5 Hours Ago
cherry picking from weapon rack world models 2
5 Hours Ago
cherry picking from weapon rack world models
5 Hours Ago
cherry picking from small spikes worldmodel
5 Hours Ago
cherry picking from tincan alarm and floor spikes worldmodel
5 Hours Ago
Updated the LightingPass and Shadows to use the new RenderGraph API
5 Hours Ago
cherry picking from landmine worldmodel 2
5 Hours Ago
cherry picking from landmine worldmodel
5 Hours Ago
cherry picking from workbench worldmodels 2
5 Hours Ago
cherry picking from workbench world models
5 Hours Ago
cherry picking from netting world model
5 Hours Ago
cherry picking from netting world model
5 Hours Ago
cherry picking from ladder world model
5 Hours Ago
cherry picking from corn world model
5 Hours Ago
cherry picking from small shark 2
5 Hours Ago
cherry picking from small shark