138,356 Commits over 4,324 Days - 1.33cph!

4 Days Ago
merge from main
4 Days Ago
regenerate testlist
4 Days Ago
merge from optimize_sleeping_bag -> main
4 Days Ago
merge from optimize_sleeping_bag -> main
4 Days Ago
Compile fix
4 Days Ago
merge from boxes_dlc
4 Days Ago
merge from main
4 Days Ago
merge from boxes_dlc
4 Days Ago
exported updated 3p bone knife anims
4 Days Ago
rebase on main
4 Days Ago
Added broadcast refresh calls to MeshPaintableSource when the materials are updated so the instancing system updates correctly
4 Days Ago
Tweaked the tropical texture atlas source files to solve the puddle issue.
4 Days Ago
merge from indirect_instancing (build fix)
4 Days Ago
Fix deep sea treasure mission progress getting stuck if player disconnects after digging up treasure chest
4 Days Ago
Fix client and server build 🎳
4 Days Ago
Merge from treasure_mission_fix
4 Days Ago
removed dupicated textures on explosives box, enabled GPU instancing on all component box materials
4 Days Ago
Fix a few boat piece construction placeholder meshes.
5 Days Ago
boat_ai_reverse_preference_fix -> main
5 Days Ago
Setting up burstcloth and skinning for ghost sheet
5 Days Ago
fix missing z-buffer when rendering forward opaques
5 Days Ago
Fix bbs not setting owner id correctly with deploy & edit
5 Days Ago
texturing progress - apartment complex
5 Days Ago
Fix boat ai attempting to reverse to stay in-line with a player on a boat rather than just slowing down the gas pedal Use a stuck timer locking mechanism to only allow the boat ai to reverse when its stuck.
5 Days Ago
Added coffee table to prefab
5 Days Ago
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5 Days Ago
Apartment kits update
5 Days Ago
merge from indirect_instancing
5 Days Ago
rebase on main
5 Days Ago
* Fixed doors getting detached when operated on a vehicle with indirect instancing * Fixed ghost objects being left behind if they had skins applied. * Fixed debug overlay not returning correct results in the editor * Improved debug overlay to be more useful and readable * Added prototype SIMD collider-less raycasting code. (WIP)
5 Days Ago
In editor by default: the deep sea will spawn right when the server starts, and it will use the fast intervals (1s in between each entity and 0.1s in between each spawn groups)
5 Days Ago
loot_container_populateloot_fix -> main
5 Days Ago
Fix 'CONTACT DEVELOPERS! LootContainer::PopulateLoot has null inventory!!!' being thrown when loot containers were attempting to populate loot whilst destroyed. Thanks nivex!
5 Days Ago
merge from hackweek_more_tests
5 Days Ago
Fix 18 more deployables clipping with construction Add whitelist to exclude some from the test
5 Days Ago
merge from main
5 Days Ago
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5 Days Ago
Add poolable component to contional contents, hide/show box contents depending on building privilege
5 Days Ago
merge from naval_update/io_boats
5 Days Ago
Fixed pressure pads being deployable halfway through walls
5 Days Ago
Add BoatBuildingStation.StaticStationsEnabled convar. Kill any static stations that try and spawn if disabled.
5 Days Ago
Add IsStatic to boat building station, set for static deployed version. Don't destroy a static BBS when finishing via the wheel.
5 Days Ago
Updated and Improved Makeshift Coffee Table Prop LOD 3
5 Days Ago
All IO entities are disconnected when a boat sinks, same delay as the doors etc
5 Days Ago
Deployable test for missing guide mesh
5 Days Ago
Tweaked Vertex AO Values on Makeshift Coffee Table Prop Created Makeshift Coffee Table Prop Prefab Setup Makeshift Coffee Table Prop Prefab, LODS and Colliders
5 Days Ago
merge from hackweek_more_tests
5 Days Ago
Handle multiple groundwatch components in the groundwatch test
5 Days Ago
Restored spotlight and tripod spotlight deploy guides
5 Days Ago
Fixed issue when meshes with and without uv2 channel were combined in the same batch