159,913 Commits over 4,566 Days - 1.46cph!

17 Minutes Ago
Added M1 Garand blockout mesh
21 Minutes Ago
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25 Minutes Ago
merge from viewmodel_skinning_update
26 Minutes Ago
- Cleanup - Fixes stopping treating base player npcs like humans
34 Minutes 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
36 Minutes Ago
Hemp colourblind variants.
39 Minutes Ago
merge from stoneframe_colliders_fix
39 Minutes Ago
merge from skinviewer_bg_fix
39 Minutes Ago
merge from ramp_deploy_fix
40 Minutes Ago
merge from buildingblock_overhangs_fix
40 Minutes Ago
merge from parentedwires_fix
50 Minutes 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
51 Minutes Ago
Ensure global map markers skip the LOD system
52 Minutes Ago
merge from skull_trophy_fixes
54 Minutes 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
58 Minutes 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
1 Hour Ago
merge from viewmodel_skinning_update
1 Hour Ago
All floor frame and triangle floor frame skins of the same grade now share the same collider
1 Hour Ago
Added editor test checking that all frames skins of the same grade share the same collider
1 Hour Ago
Fixed being able to codelock the carvable pumpkin
1 Hour 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
1 Hour 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
1 Hour Ago
Fix graveyard fence col import settings
2 Hours Ago
2 Hours Ago
scrap king; - gib tweaks - prefabs updated
2 Hours Ago
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2 Hours 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
3 Hours Ago
Merge from render_pipeline_testing
3 Hours 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
3 Hours Ago
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3 Hours Ago
scratch petting animation polish pass on vm
3 Hours Ago
Cherrypicked 168720 168721 168722 + auto trim urls in store images
3 Hours 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
3 Hours Ago
Merge from main
4 Hours Ago
Merge from main
4 Hours Ago
merge from boat_test_cleanup
4 Hours Ago
switched fixed wait to polling with timeout, takes 2s off another test
4 Hours Ago
removed most low-quality playerboat tests from CI, fixed small bug in one
4 Hours Ago
Minor code cleanup
5 Hours Ago
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6 Hours Ago
Merge from render_pipeline_testing
6 Hours Ago
Merge from main
6 Hours Ago
Remove UI grabpass and BIRP only code from UI blur shaders
Today
Apply fog to RRP underwater window in forward pass
bot
Today
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Today
Invoke via a UI button, very WIP
Today
Some general refactors to make the local server process more generic for future plans
Today
Updated paths
Today
Fixed furnaces not working Removed tutorial island map marker (we can just render terrain) Fixed navmesh not starting Disable all skins while in tutorial (saves us having to bundle redirects)
Today
Instead of running BuildAssetBundles over all assets when making a tutorial build and putting all non tutorial assets in the private bundle, just run BuildAssetBundles over the assets needed by the tutorial Cuts down tutorial bundle builds to a couple of minutes from 15