141,107 Commits over 4,505 Days - 1.31cph!

2 Days Ago
Fix incorrect PoolBallData pooling
2 Days Ago
pooling fix, enables pooling on thrown darts
2 Days Ago
optimised world models for mp5, double barrel shotgun and both youtooz figurines all were on the rigged setup - skinned meshes and bone hierarchies that do nothing once dropped. - Skinned meshes: 24 -> 0 - bones: 16 -> 0 - Prefab SkinnedMeshRenderers: 14 -> 0 - LOD0 renderers: 7 -> 4 - Meshes: 25 -> 13 also stripped exported tangents/binormals from these plus w_diverak47 (unity recalculates them on import) and cleared the leftover import settings on the fbxs: FBX size 3.55MB -> 1.74MB (-51%).
2 Days Ago
Steam Input is now the main (and only) gamepad input method. Lots of refactor to strip the old double setup out.
2 Days Ago
Updating ammo script for glass ak to hide bullets based on ammo count
2 Days Ago
merge from main
2 Days Ago
merge from chainlink_fence_fix Feel free to stomp any monument changes coming from this branch
2 Days Ago
S2P a bunch of monuments
2 Days Ago
Added a tool to copy VDFs from/to project/steam locations
2 Days Ago
Finally got a VDF working. Added the VDF source and also some extra debugging.
2 Days Ago
merge from main, stomp a bunch of monument scenes
2 Days Ago
Fix TryBindNavmesh not updating the cached navmesh
2 Days Ago
main -> character_customisation
2 Days Ago
boat_fuel_interaction_fix -> main
2 Days Ago
Cache agent navmesh instead of re-resolving it each call (eg independant navmesh vs default navmesh)
2 Days Ago
Only show the boat fuel, start engine, stop engine options if you are a driver (to better line up with other vehicles in game)
2 Days Ago
Fix find closest edge not working (never worked), making scientists not actually favour covers close to walls, fix AIs getting stuck when navmesh tile is rebuilt under their feet / on their path, prevent findPath from the agent position reprojecting when we already have a valid polyref, expose polyrefs in path
2 Days Ago
Merge from MonumentBlockers
2 Days Ago
Fix blocker mesh issues flagged by automated tests
2 Days Ago
merged uppdated salvaged hammer 3p anims and override controller
2 Days Ago
merge from militarytunnels_lightdup_fix
2 Days Ago
S2P military tunnels
2 Days Ago
merge from main, stomp mil tuns
2 Days Ago
merge from non_critical_art_bugfixes_reapply
2 Days Ago
Large oil S2P after stomp
2 Days Ago
merge from main
2 Days Ago
merge from water_treatment_tank_fix
2 Days Ago
merge from Ziggtank_collider_fix
2 Days Ago
merge from launchsite_silo_collision_fix
2 Days Ago
merge from nuclearmissileSilo_pipemat_fix
2 Days Ago
merge from perf_disable_gc_notif
2 Days Ago
merge from satellite_trail_tweak
2 Days Ago
merge from desalination_collider_fix
2 Days Ago
merge from dome_tree_spawn_fix
2 Days Ago
merge from static_chair_variant
2 Days Ago
Remove all unnecessary components from the static chair S2P launch, outpost, bandit, gas station, junkyard, large oilrig, sewer branch
2 Days Ago
merge from main
2 Days Ago
optimised world models for the following weapons: custom smg, skinning knife, diver assault rifle, cny dragon launcher, lr300 all of these were using the rigged setup - skinned meshes, bone hierachies, unconsolodated LOD groups where the usage wasn't noticeable/used when dropped. - LOD0 triangles: 60,828 -> 26,234 across the 5 - LOD0 renderers: 17 -> 5 - Skinned meshes: 59 -> 0 - Meshes: 64 -> 16
2 Days Ago
exported edited 3p slavaged hammer anims and assigned drop/pickup anims to override controller
3 Days Ago
glass ar store icon placeholder, set correct steam id
3 Days Ago
merge from automated_testing
3 Days Ago
Update a bunch of entity flag toggles to fix issues after flag changes S2P floating cities
3 Days Ago
Reflection hack to call ISteamInput::Init
3 Days Ago
Merge from MonumentBlockers
3 Days Ago
Codegen, manifest
3 Days Ago
S2P military tunnel, oilrig, launch site
3 Days Ago
Bugfix: make sure we modify EnsureMainThread in release builds That check is always active Tests: booted TLS scene
3 Days Ago
Merge from main
3 Days Ago
Update: integrate TLSTest into client bootstrap and server boot routines - copied over linux rustnative.so, to be tested Temp measure to test standalone builds Tests: booted both bootstrap and craggy in win editor - saw output (disabled in client, enabled in server)
3 Days Ago
triangulated wood armour gloves fbx file.