250,286 Commits over 3,959 Days - 2.63cph!

5 Years Ago
Jump effects for new splats and water
5 Years Ago
Building block plywood textures (out of atlas) Renaming/Moving models for clarity
5 Years Ago
Memory stats view
5 Years Ago
merge from main
5 Years Ago
[D11][#4094] Restoring the multiplier for the sky volume. This adjusts the overall exposure depending on the hour of the day and makes the object contours more recognizable during the night.
5 Years Ago
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5 Years Ago
bigger image ipad
5 Years Ago
Asyncbutton iconRight support, FUE rebuild for iPad
5 Years Ago
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5 Years Ago
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5 Years Ago
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5 Years Ago
[D11] - Turned off double sided on player hair materials
5 Years Ago
Smart switch and Alarm craftable Smart switch and Alarm researchable Smart switch and Alarm crafting costs
5 Years Ago
Revert item splitting changes, introduced some regressions
5 Years Ago
Added compound vendor Extra2 prefab S2P compound Compound now sells smart switch and alarm
5 Years Ago
[D11][UI][#4071] Fix for server list scrolling infinitely and other frontend bugs [#4107] fix for high latency displaying at all times [#4103] Moved crafting vital notice
5 Years Ago
update settings view
5 Years Ago
Hubview maxwidth news maxWidth settings menu
5 Years Ago
Fixed water catcher large and small LODs 2, 3 and cull the same distance
5 Years Ago
manifest
5 Years Ago
Add a damage script to the repel force trigger, just in case anyone still gets stuck inside a car
5 Years Ago
merge from main
5 Years Ago
[D11] Changes to explosion effects to increase performance
5 Years Ago
Several fixes for TriggerPlayerForce. Selects which items to deal with more correctly, and applies some upward force which helps get players out of the way.
5 Years Ago
tweaked convert vibration barrage powerup work
5 Years Ago
Forgotten script
5 Years Ago
Wall corner conditional model scripts support wall.half, wall.low, wall.doorway and wall.window
5 Years Ago
Added conditional corner scripts and links from wall block to wall.half/wall.low/wall.doorway/wall.window blocks
5 Years Ago
Tweaked last fix to remove doubling up of stack size check
5 Years Ago
Fixed overflow items being discarded in a move if the max stack size of the container is less than the max stack size of the item
5 Years Ago
- Fixed TriggerHurtNotChild always doing 100 damage instead of the correct amount. - Fixed TriggerPlayerForce getting more positive results than it should have been for InterestedInObject on a client.
5 Years Ago
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5 Years Ago
Removed some unused Animator components from car chassis Fixed axle aim transforms getting twisted when a car is flipped
5 Years Ago
Revert the previous change in TriggerBase since it can remove entities during the loop
5 Years Ago
Tentative removal of ToArray calls on TriggerBase and TriggerPlayerForce (performance/garbage)
5 Years Ago
Bump network protocol for open vehicles testing
5 Years Ago
adding vehicle damage textures
5 Years Ago
Added a DisableMeshCullingForPlayers bool to BaseMountable, enabled it on the modular cars
5 Years Ago
Increase modular car decay time to last 36 hours when inside, at least until we have new systems in place. Cars take a lot more effort to set up than e.g. a minicopter.
5 Years Ago
Edit car protection
5 Years Ago
Scene backup - NVG workbench shot
5 Years Ago
Merge from main
5 Years Ago
Added geometric refl/spec anti-aliasing
5 Years Ago
yolo merge from comp
5 Years Ago
Fixed player.mount command not working on modular vehicles
5 Years Ago
Disabled by default Rate limiting config Codegen
5 Years Ago
Adjust PlayerRepelTrigger sizes as well. There's no reason why they really need to extend under the vehicle chassis
5 Years Ago
Manifest
5 Years Ago
scope position fixes to 3rd person weapon attachments, cleaned up positional offsets on some scope models & re-exported
5 Years Ago
Added an optional Up axis check to the TriggerPlayerForce volume so players aren't repelled away while standing on a vehicle while it's flipped