139,776 Commits over 4,505 Days - 1.29cph!

13 Minutes Ago
Crate spawn fixes
22 Minutes Ago
Added stone sculpture to the skin viewer
27 Minutes Ago
Change door in new power plant loot room to use new colourless security door Update the loot in the room
44 Minutes Ago
merge from sculptures
46 Minutes Ago
small optim for better cache friendliness
49 Minutes Ago
merge from aiming_module_rename
49 Minutes Ago
Rename aiming module name + desc
50 Minutes Ago
LODs and gibs for Halloween Wreath
57 Minutes Ago
Add soem softness to the corner movements
1 Hour Ago
Merge from PlayerMaintainedMonuments
1 Hour Ago
merge from main
1 Hour Ago
Make Rust/Standard SRP-Batcher compatible
1 Hour Ago
Ensure mouse movement cant move faster than A/D movement
1 Hour Ago
Stone sculpture store page wip
1 Hour Ago
added bobber.worldmodel fishing tackle now references proper worldmodel instead of burlap sack
1 Hour Ago
Fix pooltable playable NRE
2 Hours Ago
netting now has a proper world model and lods.
2 Hours Ago
Bar ganes pack store page wip
2 Hours Ago
Merge from main
2 Hours Ago
removed told prefab
2 Hours Ago
added a small tunnel section, did some cleanup of files, replaced old small tunnels with new ones
3 Hours Ago
Remove _RRP multi_compile keyword
3 Hours Ago
Re-add _UsingRRP dynamic branch
3 Hours Ago
Merge from foliage_displacement_alloc_fix
3 Hours Ago
Remove alloc from foliagedisplacement
3 Hours Ago
bandages now drop correct bandage model that closely resembles icon.
4 Hours Ago
merge from main
4 Hours Ago
merge from spray_sorting
4 Hours Ago
Post merge fixes: Re-add pad button translation Fix gamepad menu cursor
4 Hours Ago
fixed leaking emissive on mini fridge for gibs. created gib material for minifridge but disabled emissive and ao now looks like lights turn off when mini fridge is destroyed instead of staying on.
5 Hours Ago
Merge from main
5 Hours Ago
Merge from main
5 Hours Ago
auto turret now has only 1 LOD component instead of 3. original autoturret had 3 lod components, each with separate culling distances making it slightly more tricky to fix the industrial auto turret culling range (which only has one LOD component) they both now cull at the same distance.
5 Hours Ago
Merge from satellite_crash
5 Hours Ago
Add token for Satellite Crash death PrefabInformation.
5 Hours Ago
merge from main
6 Hours Ago
Add checkbox to spawn a hand model at runtime on BaseViewModel Should allows us to delete the hand mesh from each viewmodel which is just a duplicated mesh, save some memory The hand mesh itself is pooled, didn't seem to make a huge performance difference Deleted hand model from building planner viewmodel as a test case
Today
Merge from apartment_terminal_postfx_fix
Today
Fix post effects error with apartment terminal prefab
Today
Switch from signal triggering 3p key animation to flag based approach
Today
merge from fix_json_registration -> main
Today
merge from masterkey -> main
Today
Update phrases
Today
Code cleanup + remove "out icon" parts of code since we aren't using arrows to show how to look at the key, we are using the animator to guide them
Today
Fix opening and closing the door while someone is breaking in cancelling the break-in due to them "not looking at the key" anymore - resets the next time they open the door
Today
Fix VolumetricLightBeam on RRP
Today
Fix break in menu option showing (and holding key up to door) while a break-in was active
Today
Fix animation transition to hold key up to door not starting right away if the player is partway into the idle animation
Today
Don't hold key up to door when looking at unoccupied apartments
Today
Update animation controller