229,985 Commits over 3,745 Days - 2.56cph!

8 Days Ago
Upgrade to Expo SDK 51
8 Days Ago
Destroy ping if we try to ping on an existing ping
8 Days Ago
USP aim offset adjusted
8 Days Ago
Migrate from sentry-expo to @sentry/react-native
8 Days Ago
Draw grid on top in 2d views
8 Days Ago
Fix `monument_scenes` convar not applying to remapping paths after previous commits Don't remap to scene spawner if the scene doesn't exist in asset bundles Allow editor to control whether it uses monument_scenes when doing map generation with `monument_scene_generation` convar
8 Days Ago
Rename
8 Days Ago
Added BreaksRestraint to DamageTypeEx Ignore cold, bleed etc damage for unlock minigame reset.
8 Days Ago
Prevent map cookie from overriding 2d viewmode rotation
8 Days Ago
Map grid fixes
8 Days Ago
Fetch view info
8 Days Ago
codegen
8 Days Ago
pickup truck asset
8 Days Ago
Added and Setup Vintage Bedside Table Prop Prefab
8 Days Ago
skinned combined truck, applied correct materials, set up first pass on blended materials, added to main prefab (bones need assigning)
8 Days Ago
Added 'triggerevent' server command to trigger any event by name (airdrop, cargo, patrol heli etc) Also added 'killallevents' to instantly kill any ongoing event
8 Days Ago
can define if we want unassigned team to spawn, for testing mode Add simple pinging system, players can only have one ping at a time
8 Days Ago
Use correct plane for 2d view drag drop
8 Days Ago
added base trim for storage warehouse.
8 Days Ago
more work on radtown storage warehouse
8 Days Ago
Use correct gizmo settings for dragdrop
8 Days Ago
Fix freezing game logic on story Holding object (disable for now)
8 Days Ago
truck collision fix
8 Days Ago
Further hood tweaks
8 Days Ago
Make weapon sway less mental
8 Days Ago
Don't auto-respawn spectators
8 Days Ago
CG: Can always buy in the buy zone CG: Start w/ kevlar and helmet Don't clear the inventory in EquipmentDropper, just drop stuff, unless we're trying to clear everything
8 Days Ago
add support for multiple scene views, orthographic scene views, and configurable grid axis add keybind to cycle camera plane around selection refactor bits into SceneEditorViewport, re/store gizmo settings alongside viewport cookie rework to single layout and splitter, disable new tab creation for now add support for per-widget toolbar actions save/restore sceneview layout move viewport/instance gizmo settings to EditorCookie from ProjectCookie move save/restore viewport cookies to addon space no reason to copy+set camera transform anymore use active SceneOverlayWidget directly use a single toolmanager instance fix nudging remove some global gizmoinstance refs tuck camera alignment shortcuts away in camera menu maintain layout config when toggling viewport fullscreen remove log camera fixes: make orthographic clipping more predictable, add smooth(er) perspective/ortho transitions, fix gizmotest widget, reenable scene camera copy add setting to lock scene camera rotation fix incorrectly sized gizmo hitboxes in ortho view replace remaining direct scene camera transform accessors tweak sprite gizmo hitbox scale in ortho views cleanup scene tick/draw flow with multiple viewports replace legacy global GizmoInstance snip unneeded multi-tab leftovers use state/gizmo settings for scene view control replace remaining ray length with Gizmo.RayDepth don't try to save scene-specific viewport config for untitled scenes use alternate check for IsUnderMouse move viewport settings to ViewportState from GizmoSettings, use shared gizmo settings for all viewports shift camera settings to EditorPreferences, simplify viewport options restore single EditorScene gizmo settings revert camera extension changes, fix pan and orbit zoom, tidy use hammer's linked splitters for uniform viewport resizing Misc fixes Move EnablePostProcessing from GizmoSettings to ViewportState Default each viewport to a unique perspective Misc post-scenetab fixes Hide skybox in 2d views Split scene view layout/viewport classes into separate files Tidy Use frustum RayDepth for terrain, hitbox traces Make 2d clipping less crap Use black background for 2d views We don't need to do this anymore Fix perpendicular rotation handles being unusable in ortho views Fix 2d box selection: Frustum.FromCorners does ortho properly, gizmo tweaks
8 Days Ago
Tweak logging buffer sizes, don't early return
8 Days Ago
Minor cleanup & fpxr update
8 Days Ago
Fix perpendicular rotation handles being unusable in ortho views Fix 2d box selection: Frustum.FromCorners does ortho properly, gizmo tweaks
8 Days Ago
Upgrade to Expo SDK 50 Needed to force webidl-conversions to 7.0.0 to get it working due to 6.1.0 referencing SharedArrayBuffer
8 Days Ago
Hood wearable mask tweaks
8 Days Ago
Add TimedDestroy to money burst
8 Days Ago
merge from build_leave_bundles_symlink -> main
8 Days Ago
tyre scale fix and stack addition
8 Days Ago
Refactor VR input to work better for us, remove stubs
8 Days Ago
Prisoner Hood cinematic assets
8 Days Ago
Added a way to override force show on UIBlackoutOverlay. Added prison hood UI script, overring force show when the player is dead. Updated UI prefab.
8 Days Ago
Set Connection.Local.State to Connected in On_Handshake_Activate
8 Days Ago
move spawn assigner
8 Days Ago
LOD0 progress backup
8 Days Ago
map updates
8 Days Ago
Temporary RTs always have a UAV binding so you can use them with compute shaders SSAO: Use RenderTarget.GetTemporary instead of manual texture allocations
8 Days Ago
Use team chat voice filter for Cash Grab
8 Days Ago
Upped time for players to get to a cash point
8 Days Ago
Enable buy menu in more cases for cash grab
8 Days Ago
Shipping container scale fix
8 Days Ago
Small clean up Jump reset item Switch component
8 Days Ago
Revert change I made to IDroppedWeaponState, was causing unneeded components to be made on the root obj