146,196 Commits over 4,444 Days - 1.37cph!

3 Minutes Ago
bdu protection pass
35 Minutes Ago
added m16a2 icon
35 Minutes Ago
Determine the exact crash location within the radius as soon as target is locked. Initial avoidance wip.
36 Minutes Ago
Ballista and 50cal animation updates
54 Minutes Ago
Matching RRP shadow resolution to BRP shadow resolution when setting shadow quality presets
55 Minutes Ago
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57 Minutes Ago
Added hair Dyes
1 Hour Ago
m16 3 round burst fire only
1 Hour Ago
merge from shelves_fixes
1 Hour Ago
Moved conditional meshes to it's own folder
1 Hour Ago
Small fixes ponytail/bun
1 Hour Ago
Fixed the depth bias for directional shadows on RRP
1 Hour Ago
m16 and bdu loot
1 Hour Ago
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1 Hour Ago
merged 2 objects for LOD0
1 Hour Ago
Added hairstyles to the hair pool
2 Hours Ago
Ponytail/Bun conditionals setup
2 Hours Ago
Ponytail/Bun setup
2 Hours Ago
merge from hackweek_map_incomplete_dl_fix
2 Hours Ago
merge from nvidia_reflex_support_check_fix
2 Hours Ago
merge from static_instruments_offset_fix take source on floating city prefabs
2 Hours Ago
Loot spawn gen: bdu pants m16
3 Hours Ago
Fixed torch using the industrial torch attack sound
3 Hours Ago
fixed supply drop ballistic era
3 Hours Ago
merge from wiretool_cave_fix
3 Hours Ago
Reduced the amount of network override volume added on 152989, for performance reasons S2P cave_small_hard and cave_large_sewers_hard
4 Hours Ago
Lots of boilerplate for shop renting system Expose a scrap cost per real time hour and initial fee for opening a shop Require initial fee and 24 hours of rent to open the store Deduct rent each hour, evict owner if can't make rent Rent is stored in VM storage, so successful sales will extend tenancy Added RentableShop.ProcessRentTick convar that makes all shops pay rent straight away
4 Hours Ago
Merge from main
5 Hours Ago
Automatically add geoclip component when switching terrain renderer enum in editor
Today
Merge from main
Today
Merge from PlayerRigUpdate2
Today
Merge from ballistic_helmet_weight_fix
Today
S2P all floating cities, fixes missing mannequin meshes
Today
Remove unused override
Today
Merge from industrial_dlc
Today
Fixed industrial torch anims not applied to sub systems
Today
Merge from main
Today
Merge from parent
Today
Merge from main
Today
Merge from mortar_prototype (fixes mortar animations)
Today
Fix editor only NRE when playing first person sounds
Today
Merge from main
Today
Fix
Today
Fixed ProjectileModPartVisibility disabling unrelated VM's on deploy Removed viewmodel string based lookup, now requires the same component on the VM with direct references (string lookup will return the root transform if no match was found, so the whole VM was being disabled)
Today
Fix static xylophone and drumkit being offset in monuments after they were converted to prefab variants in 142496 and 142494 Manually restore their old positions in Music_Stage and Casino Barge prefabs S2P Outpost + Floating Cities
Today
exported updated 3p jump and jump midair anims
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Yesterday
Fixed old bug where the desert military base `desert_dwelling_single_j` (the big silo) could have another dwelling spawn inside of it after server restart. Added a simple box collider at the anchor point where spawn checks were made. Tested in editor
Yesterday
Lazy create the IOCircuitSystem when registering the first io entity Converted computer station, digital clock and command block
Yesterday
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