160,215 Commits over 4,566 Days - 1.46cph!

4 Days Ago
Fixed triangle foundation deployable on top of brutalist ramps
4 Days Ago
Added FN FAL mesh blockout
4 Days Ago
Added M1 Garand blockout mesh
4 Days Ago
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4 Days Ago
merge from viewmodel_skinning_update
4 Days Ago
- Cleanup - Fixes stopping treating base player npcs like humans
4 Days Ago
- Add player support - Add two seperate controls: one to decide off/on without globals/on with globals, another to control how much players are included in the lods: off/on only at far distances/on
4 Days Ago
Hemp colourblind variants.
4 Days Ago
merge from stoneframe_colliders_fix
4 Days Ago
merge from skinviewer_bg_fix
4 Days Ago
merge from ramp_deploy_fix
4 Days Ago
merge from buildingblock_overhangs_fix
4 Days Ago
merge from parentedwires_fix
4 Days Ago
Fixed ramps being blocked by a ramp up to 3m above them, even through a floor Before: https://files.facepunch.com/Flavien/HBY2KuTgRqaGSCaS.png After: https://files.facepunch.com/Flavien/Zn3TXA05xInRni5i.png
4 Days Ago
Ensure global map markers skip the LOD system
4 Days Ago
merge from skull_trophy_fixes
4 Days Ago
Fix all four skull trophy variants looking the same Fix skull trophies never updating their visuals (whether a skull is inside or not, and nighttime visuals) Improve colliders across all variants since they are different sizes, add glass phys material to the jar variants
4 Days Ago
Support for LODs on global networked entities - map them to a large size grid based on position and evaluate LOD level from there Setting to ignore network LODs
4 Days Ago
merge from viewmodel_skinning_update
4 Days Ago
All floor frame and triangle floor frame skins of the same grade now share the same collider
4 Days Ago
Added editor test checking that all frames skins of the same grade share the same collider
4 Days Ago
Fixed being able to codelock the carvable pumpkin
4 Days Ago
All stone frames now use the same mesh collider Fixes triangle roofs being blocked by stone frames depending on their orientation https://files.facepunch.com/Flavien/frame.png
4 Days Ago
Clean: remove editor-only extra memory estimator for pooled containers (memory_overhead_tracking_enabled) - codegen I haven't used it in 1+ years since adding it, so no need for extra complexity Tests: editor compiles
4 Days Ago
Fix graveyard fence col import settings
4 Days Ago
4 Days Ago
scrap king; - gib tweaks - prefabs updated
4 Days Ago
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4 Days Ago
the purifier now uses water_desalinator_LOD1 as its guide mesh until we update to use the newer deployer sytem that can use prefabs
4 Days Ago
Merge from render_pipeline_testing
4 Days Ago
Added a check to AmbientLightLOD to ensure we don't force disable shadows when it also has a LightLOD component on the same object
4 Days Ago
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4 Days Ago
scratch petting animation polish pass on vm
4 Days Ago
Cherrypicked 168720 168721 168722 + auto trim urls in store images
4 Days Ago
Fixed square roof side overhangs blocking foundations placed beside them Before: https://files.facepunch.com/Flavien/foundation_before.png After: https://files.facepunch.com/Flavien/foundation_after.png
4 Days Ago
Merge from main
4 Days Ago
Merge from main
4 Days Ago
merge from boat_test_cleanup
4 Days Ago
switched fixed wait to polling with timeout, takes 2s off another test
4 Days Ago
removed most low-quality playerboat tests from CI, fixed small bug in one
4 Days Ago
Minor code cleanup
4 Days Ago
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4 Days Ago
Merge from render_pipeline_testing
4 Days Ago
Merge from main
4 Days Ago
Remove UI grabpass and BIRP only code from UI blur shaders
4 Days Ago
Apply fog to RRP underwater window in forward pass
bot
4 Days Ago
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4 Days Ago
Invoke via a UI button, very WIP
4 Days Ago
Some general refactors to make the local server process more generic for future plans
4 Days Ago
Updated paths