162,179 Commits over 4,597 Days - 1.47cph!

2 Months Ago
Add a pool attribute, fix some formatting
2 Months Ago
Add editor tool to generate box colliders from DCC reference meshes Artists can build box collision in their preferred DCC, export an FBX, place it under the prefab’s collision object, then right-click to convert its boxes into individual BoxColliders. Object-name suffixes assign physics materials, e.g. _wood selects Wood, and are omitted from generated child names. Rotated boxes receive separate child GameObjects to preserve their orientation. Supports safe regeneration, Undo/Redo and automatic removal of the reference instance after conversion
2 Months Ago
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2 Months Ago
Applying shelved heli/hav direction based armour changes
2 Months Ago
Brackets for pipes (room c)
2 Months Ago
merge from main
2 Months Ago
Fixed stag not responding to ai select/move commands
2 Months Ago
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2 Months Ago
Post merge manifests
2 Months Ago
merge from cookingworkbench_stopping_fix
2 Months Ago
Refresh refrigeration status immediately when an item changes container, fixes the delay alltogether
2 Months Ago
Merge from animal_fencing_v2
2 Months Ago
Rather than using the active depth texture in the GBuffer pass, switched back to using the CameraDepth directly
2 Months Ago
Removed the UniversalPipeline tags from the blit shaders
2 Months Ago
merge from livestock_animals
2 Months Ago
merge from main
2 Months Ago
merge from automated_testing
2 Months Ago
Fix kick hazmat worldmodel outline
2 Months Ago
merge from main
2 Months Ago
Merge from main
2 Months Ago
Bradley Flatbed materials and textures. Model update
2 Months Ago
Add pillbox tranlsation strings. Add to icon generator manifest.
2 Months Ago
Merge from main
Rin
2 Months Ago
Reduced HQM collectable scale
2 Months Ago
Fix terrain compute uninitialised variable warnings
2 Months Ago
Merge from vehicle_panel_nre_fix
2 Months Ago
Hypothetical fix for NRE on VehicleEditingPanel
Rin
2 Months Ago
merge from bee_grenade_visual_fixes
2 Months Ago
Added support for a DroppedItem to call SetEntityAndChildrenDynamic when it stops moving, allowing us to switch a LOD component from dynamic to static This should allow us to use MeshLOD/RendererLOD on dropped items
Rin
2 Months Ago
merge from paintballgun_colourequipfix
Rin
2 Months Ago
merge from chandelier_optimization
Rin
2 Months Ago
merge from rifle_show_lod_animevents_update
Rin
2 Months Ago
merge from candy_inventory_fix
Rin
2 Months Ago
merge from ornate_horse _mask_fix
Rin
2 Months Ago
merge from worldmodel_sep_fixes
2 Months Ago
Merge from main
2 Months Ago
Added a check to the SceneChecker if a mesh without RendererBatch has > 1000 verts but < 1100 (ie. close)
2 Months Ago
RendererLOD and MeshLOD converters will now calculate new camera distances when converting from a LODGroup LODGroup measures screen height and our LOD components operate on distance so it's not perfectly 1:1 but it's better than the old hardcoded values Add an inspector warning to the RendererLOD if there is a gap in the LOD settings (eg. LOD0 and 2 have targets, LOD1 is missing) Add an inspector warning to MeshLOD if the same mesh appears multiple times Added automated tests to find all meshes used for collision that calculates tangents, imports blendshapes, cameras, lights or materials
2 Months Ago
Add the vendor to the ranch, s2p both
2 Months Ago
Fixed animal leads not working after purchase
2 Months Ago
merge from main -> sentry_upload
2 Months Ago
First pass on npc's selling baby animals to the player
2 Months Ago
Possibly fixed the conversation data graph editor sometimes silently dropping newly added conversation nodes
2 Months Ago
LeadingPlayer is now a Synced field Compile simulator now passes
2 Months Ago
Fixed most compile errors, still one issue
2 Months Ago
Merge from lod_preview
2 Months Ago
Hitch & Trough now has a water container on the right, supports fluid IO Livestock can drink from trough Added a storage adaptor to the food portion of the trough
2 Months Ago
Added sandbag pillbox barricade and deployable item - pillbox model, LODs and collision with separate wood and sandbag phys materials - reused adams setup for crafting and repair - Added icon to match other variants - gibs - updated manifest
2 Months Ago
Fixed some regressions with recent changes * Extra unnecessary assignment in viewmodel bob code, also change CFuncTankMortar to use doubles for firing * Some minor model panel/icon/player model selector fixes Fixed couple potential Lua stack corruption issues with hooks * Specifically call conditions of CreateClientsideRagdoll and EntityEmitSound Fixed some typos Minor whitespace cleanups Remove some unnecessary usages of std::string Remove "ReleaseVideoMemory" stuff from Hammer Fixed Hammer material list leaking file search handles Allow render.BindLocalCubemap with `nil` to unbind the cubemap Workaround double messages per Sandbox limit hit * Only display the "Prop limit hit" message, not the "spawn blocked by server" message in the case of hitting the prop limit, etc * When spawning a dupe or something and hitting the prop limit 100s of times, only display ONE "prop limit hit" message.
2 Months Ago
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