145,496 Commits over 4,413 Days - 1.37cph!

10 Minutes Ago
Lets try fixing MacOS doing full rebuilds every time Fixed Lua state corruption Minor cleanups + whitespace cleanups Make loading screen dialog have static height again * Simpler, fixes a few issues, potentially helps that one guy who would "Style around the box" on their loading screen. Minor cleanups
27 Minutes Ago
Added mask conditional meshes to hair sets
28 Minutes Ago
Removed BoonieHat and MinersHat from DeformHair enum (both can use baseballcap) Added Mask option
39 Minutes Ago
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1 Hour Ago
Lower skinnable paths when we update them during manifest generation, otherwise they log warnings about being slow to spawn.
1 Hour Ago
merge from main -> apartment_complex_monument
1 Hour Ago
Glass AR - lowpoly model update, material tweaks
1 Hour Ago
Attack anims only for melee items
2 Hours Ago
Added a cubemap to the skin viewer (based on craggy). The skin viewer viewmodel camera uses that instead of the ingame cubemap, so it works in the menu and the ingame realtime cubemap isnt used It also fixes some issues with some world models using material needing a cubemap
2 Hours Ago
NRE fixes when using viewmodels in the skin viewer
2 Hours Ago
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3 Hours Ago
Fixed note loot panel not saving typed text
4 Hours Ago
updating 3p jumping anims
4 Hours Ago
Disabled motion blur post process in player preview
4 Hours Ago
merge from main
4 Hours Ago
merge from lod_baker
4 Hours Ago
start on darts animation subsystem
4 Hours Ago
Add ProjectileModPartVisibility component which can be attached to BaseProjectile entities, can specify which parts of the worldmodel and viewmodel should be visible/invisible depending on what mods are attached Setup for sight rail on M16A2
5 Hours Ago
lod baker: write output textures as tga instead of png
5 Hours Ago
More hair conditional meshes
5 Hours Ago
Dont allocate a new hashset everytime we jump to a new point on the timeline
5 Hours Ago
industrial large furnace - reverted to a single collision material
5 Hours Ago
Stop every demo scrub from allocating a new BaseNetworkable list
5 Hours Ago
UI tweaks, added examine keybind text
5 Hours Ago
Bowless crossbow audio polishing and added sounds
5 Hours Ago
removed the material properties
5 Hours Ago
s2p on floating city scenes due to new mannequin changes
5 Hours Ago
MeshPaintController uses Pointer instead of Mouse when reading input, so it works with both mouses and pens
5 Hours Ago
Prefabbed up merged mannequin models, set up LODs and placeholder collision. Replaced old ones in Supplies Barge prefab.
5 Hours Ago
small apartment lods
5 Hours Ago
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5 Hours Ago
industrial electric furnace; - It will now illuminate the small light green when an item is actively smelting inside the electric furnace - When nothing is actively smelting, it will illuminate the small red light - Updated prefab
5 Hours Ago
merge from game_room_dlc
6 Hours Ago
boomerang_model_dupe_fix -> main
6 Hours Ago
merge from main
6 Hours Ago
Settings pass on industrial torch
6 Hours Ago
Prevent a duplicated Boomerang model (not functional) appearing on the ground if you're killed whilst its returning to you
6 Hours Ago
updated the collider for large furnace, added 3 material properties
Today
correct IO positions on industrial auto turret
Today
merge into main
Today
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Today
hooked up industirial auto turret shield lods to ent flag toggle for hiding when equipped with a bow
Today
Compile fix
Today
merge from main
Today
merge from oven_iscookingflag
Today
Fixed typo
Today
Added IsCooking flag in BaseOven Set when cooking something
binoculars_ultrawide_fixes -> main