137,692 Commits over 4,474 Days - 1.28cph!

11 Months Ago
Improve performance of BaseNetworkable::GetConnectionsWithin() by using a spatial grid to reduce the amount of players we need to check - rather than iterating over every player connection
11 Months Ago
Added construction to the table lamp deploy vol layer mask
11 Months Ago
Fixed mannequin loot panel title being "Locker"
11 Months Ago
Dump players going back to main island offset from the main island portal instead of on spawn beach - keep failback to put onto spawn beach incase something happens to the portals
11 Months Ago
merge from decor_lighting_dlc
11 Months Ago
Can't drag and drop items on a backpack equipped to a mannequin
11 Months Ago
merge from vclouds_default_enable
11 Months Ago
merge from deep_sea -> naval_update
11 Months Ago
main -> gunshot_network_range_Improvements
11 Months Ago
rename graphics.vclouds to graphics.volumetric_clouds
11 Months Ago
syncvar_load_fix_2 -> main
11 Months Ago
- Fix bools not being passed from c# to c++ correctly - Add [Out] and [In] annotations where relevant - Expose maxNodes to c#
11 Months Ago
Updating a sync var will invalidate the network cache - makes sense since new joins should be getting the new data, not the old one Boolean to decide if changing that specific syncvar should invalidate the network cache or not Serverside callback when the server syncvar changes
11 Months Ago
ceiling light fixes - reconfigured fluorescent ceiling light joints to rest properly at all orientations - don't force moving body back to init state when resting, it looks bad on anything but flat surfaces - fixed pooled ceiling lights not resetting state correctly
11 Months Ago
merge from deep_sea/portals -> deep_sea
11 Months Ago
Removed the chair model from beanbag prefabs Increase max mount distance
11 Months Ago
Moved "mountedAnimationSpeed" field up from BaseVehicleSeat to BaseMountable, so we can use it on chairs Set the bean bags anim speed to 1
11 Months Ago
set pose to loop
11 Months Ago
Larger prevent building volume for the mannequin, so we cant deploy stuff on its head
11 Months Ago
syncvar_loading_fix -> main
11 Months Ago
Spas12 weapon anim updates
11 Months Ago
Merge from /indirect_instancing
11 Months Ago
Rebase on /main
11 Months Ago
Remove unused compute shader from indirect instancing
11 Months Ago
burstcloth sims for small time period after pose/clothing changes to mannequin so it can come to natural rest but not always simulate
11 Months Ago
- added beanbag sit mountpose enum - added player sitting pose - updated player animator - set fabric and leather beanbag deployables to use pose - removed mount position offsets
11 Months Ago
merge /main/glass_fix_resourcerefs to main
11 Months Ago
Stop syncvar autoload only running on the client
11 Months Ago
update from main
11 Months Ago
Ensure the deferred indirect lighting active property flag gets set in builds
11 Months Ago
Fix query vis glass being broken in builds, add [GuidRef] attribute to draw a property drawer for generic ResourceRef fields.
11 Months Ago
added updated icons for fairy lights and string bulb lights
11 Months Ago
merge from ui_mipmaps_fixes
11 Months Ago
Tagged more UI assets to use the UI mip map group
11 Months Ago
merge from main
11 Months Ago
merge from main
11 Months Ago
merge from decor_lighting_dlc
11 Months Ago
Small y offset on the bulb string light point lights
11 Months Ago
Add info to partial paths
11 Months Ago
viewmodel chainsword update animation edits
11 Months Ago
Enabled pickup on bulb string lights
11 Months Ago
Tweaked spotlight yaw range
11 Months Ago
Removed collider from mannequin corpse
11 Months Ago
Merge Indirect Instancing
11 Months Ago
Merge: from baseplayer_serverupdateparallel - Fixes NRE when UsePlayerUpdateJobs 1/2 is enabled Tests: unit tests
11 Months Ago
Merge: from main Tests: compiles in editor, player cache unit tests
11 Months Ago
Removed LightOccludee on chandelier lights, not supported on dynamic lights
11 Months Ago
Changed chandelier protection
11 Months 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
11 Months Ago
Ceiling light and ceiling fluorescent light use the same max deploy angle and deploy layers