202,563 Commits over 4,171 Days - 2.02cph!

2 Days Ago
Tagged more UI assets to use the UI mip map group
2 Days Ago
merge from main
2 Days Ago
merge from main
2 Days Ago
merge from decor_lighting_dlc
2 Days Ago
Small y offset on the bulb string light point lights
2 Days Ago
Add info to partial paths
2 Days Ago
viewmodel chainsword update animation edits
2 Days Ago
Enabled pickup on bulb string lights
2 Days Ago
Tweaked spotlight yaw range
2 Days Ago
Removed collider from mannequin corpse
2 Days Ago
Merge Indirect Instancing
2 Days Ago
update with latest assets
2 Days Ago
Merge: from baseplayer_serverupdateparallel - Fixes NRE when UsePlayerUpdateJobs 1/2 is enabled Tests: unit tests
2 Days Ago
Merge: from main Tests: compiles in editor, player cache unit tests
2 Days Ago
Removed LightOccludee on chandelier lights, not supported on dynamic lights
2 Days Ago
Changed chandelier protection
2 Days Ago
Bugfix: UsePlayerUpdateJobs 1/2 - use correct indices when filtering out disconnected players - Added a unit test to validate BasePlayer.FilterInvalidPlayers works correctly Tests: ran new unit test
2 Days Ago
Ceiling light and ceiling fluorescent light use the same max deploy angle and deploy layers
2 Days Ago
Merge from indirect_instancing (quick build smoke test)
2 Days Ago
Fix indirect instancing tools never actually applying material changes. (Again, because I love Plastic but it doesn't love me back)
2 Days Ago
Added farm sign to farm kiosk
2 Days Ago
Remove Standard+Wind from the list of supported shaders for indirect instancing as it caused some foliage to be rendered white.
2 Days Ago
Revert instancing flags on materials that were using Standard+Wind to their original state.
2 Days Ago
merge from decor_lighting_dlc
2 Days Ago
merge from main
2 Days Ago
Fixed chandelier bounds issue preventing wiring
3 Days Ago
Added a game tip explaining you can adjust the spotlight rotation using a hammer
3 Days Ago
merge from buried_item_null_checks
3 Days Ago
Add null checks for buried item creation.
3 Days Ago
Anim update for sks and l96
3 Days Ago
Rebase on /main
3 Days Ago
Enabled default indirect lighting implementation when in prefab edit mode as the deferred indirect lighting script won't be present
3 Days Ago
Use CanBuild instead of IsBuildingAuthed for the spotlight rotations
3 Days Ago
Merge from foliage_instancing
3 Days Ago
Fixed an issue where spatial environment volumes were being registered to be rendered when they shouldn't have been
3 Days Ago
merge from pilot_hazmat_dlc
3 Days Ago
Deleted pilot hazmat cinematic folder
3 Days Ago
Merged from parent
3 Days Ago
Rebase on /main
Rin
3 Days Ago
Added small power substation
3 Days Ago
Merge from foliage_instancing
3 Days Ago
Create separate materials for foliage placements/instancing
3 Days Ago
More splat set stuff.
3 Days Ago
Progress
3 Days Ago
Merge from main
3 Days Ago
Place entrance & exit ports based on the loot direction of the map - entrance to deep sea should be on the T2 side of the map - exit out of deep sea is on the "opposide side" so you enter & exit into one continious ocean - example: leave left side of map, enter on right side of ocean