159,925 Commits over 4,566 Days - 1.46cph!

19 Minutes Ago
Merge from render_pipeline_testing
20 Minutes Ago
Cherry Pick (168771) - Floating point issue with aniso highlights
1 Hour Ago
merge from main
1 Hour Ago
UZI AO Fix
1 Hour Ago
Merge from mixingcooking_ui
1 Hour Ago
Merge from main
1 Hour Ago
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1 Hour Ago
Bunch of fixes
2 Hours Ago
Updated M1 Garand blockout to match real world dimensions
2 Hours Ago
merge from ramp_deploy_fix
2 Hours Ago
Fixed triangle foundation deployable on top of brutalist ramps
2 Hours Ago
Added FN FAL mesh blockout
3 Hours Ago
Added M1 Garand blockout mesh
3 Hours Ago
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3 Hours Ago
merge from viewmodel_skinning_update
3 Hours Ago
- Cleanup - Fixes stopping treating base player npcs like humans
3 Hours 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
3 Hours Ago
Hemp colourblind variants.
3 Hours Ago
merge from stoneframe_colliders_fix
3 Hours Ago
merge from skinviewer_bg_fix
3 Hours Ago
merge from ramp_deploy_fix
3 Hours Ago
merge from buildingblock_overhangs_fix
3 Hours Ago
merge from parentedwires_fix
3 Hours 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
3 Hours Ago
Ensure global map markers skip the LOD system
3 Hours Ago
merge from skull_trophy_fixes
3 Hours 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
3 Hours 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
4 Hours Ago
merge from viewmodel_skinning_update
4 Hours Ago
All floor frame and triangle floor frame skins of the same grade now share the same collider
4 Hours Ago
Added editor test checking that all frames skins of the same grade share the same collider
4 Hours Ago
Fixed being able to codelock the carvable pumpkin
4 Hours 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
4 Hours 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
4 Hours Ago
Fix graveyard fence col import settings
4 Hours Ago
5 Hours Ago
scrap king; - gib tweaks - prefabs updated
5 Hours Ago
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5 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
5 Hours Ago
Merge from render_pipeline_testing
5 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
5 Hours Ago
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6 Hours Ago
scratch petting animation polish pass on vm
6 Hours Ago
Cherrypicked 168720 168721 168722 + auto trim urls in store images
6 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
6 Hours Ago
Merge from main
Today
Merge from main
Today
merge from boat_test_cleanup
Today
switched fixed wait to polling with timeout, takes 2s off another test
Today
removed most low-quality playerboat tests from CI, fixed small bug in one