147,273 Commits over 4,444 Days - 1.38cph!

4 Minutes Ago
Merge from BDU_set_and_bowless_phys_impact_fix
4 Minutes Ago
Remove some lods from satellite for now
6 Minutes Ago
phys impacts sound fix
6 Minutes Ago
Glass AR - split worldmodel FBX, fixed wm magazine LODs, added mag to viewmodel prefab for testing
8 Minutes Ago
merge from inventory_playerquality
10 Minutes Ago
Added ui.inventoryplayerquality to controls the quality of the player preview in the inventory. Set to 1 by default, matches what we had before the player model update Added it to the options menu, tied to the graphics presets too
24 Minutes Ago
Add satellite.descent_angle to control entry angle. Push satellite origin further out x,z so it moves through the sky more horizontally.
1 Hour Ago
Added .gitattributes file for RRP repo
1 Hour Ago
wip, stage 1 now slowly moves through the sky at extreme distance (but rendered as a tiny, close billboard) before switching the stage 2 model display and crash to ground.
1 Hour Ago
Metas from main
1 Hour Ago
Converted debug pass line endings from CRLF to LF
1 Hour Ago
merge from attachment_charms
1 Hour Ago
Select attachment -> Select accessory
1 Hour Ago
Fixed all charms not rendering unless close to world origin (removed the culling components, unnecessary for viewmodel prefabs)
1 Hour Ago
Apply amount clamping in the vending machine purchase UI on value changed instead of end edit to match how it was before the ui refresh
1 Hour Ago
Fixed path warning when opening the charms picker
1 Hour Ago
Fixed charms picker background dismisser not closing the dialog
1 Hour Ago
Fix 4 pool leaks that got flagged
1 Hour Ago
Move the attribute to Facepunch.System so it can be used in more places Apply it to 42 more suitable methods across the project
1 Hour Ago
apartment wing prefab - all sentries placed
2 Hours Ago
Merge from main
2 Hours Ago
Merge from 2stage
3 Hours Ago
Added bloom clamp, diffusion, and dirt texture for the RRP bloom
3 Hours Ago
Fix null texture warning when switching between AO apply options
3 Hours Ago
monument blocker - vent -- adding collision for every stage
3 Hours Ago
merge from main
4 Hours Ago
Fix motionvectors in AO apply pass Fix temporal blending issues
5 Hours Ago
Fixed VM stats not working on rentable shops
5 Hours Ago
Various cleanup
Today
Cleanup
Today
Fixed not being able to buy things from rentable shops due to distance hecks
Today
Add signage.adminscanalwaysupdatesigns replicated convar, controls the previously hardcoded behaviour of admins always being able to modify signs regardless of locks, build status, etc (made testing permisisons harder) Fixed the sign attached to rentable shops being editable when the shop is closed Fixed the sign attached to rentable shops being editable after using the randomise shop owner convar
- Make CardReader, ElectricSwitch and ElectricGenerator powergrid entities to give them the option to only passthrough power if there is an online powergrid. Enables setting up puzzles which depend on the powergrid - Improve how powergrid IO access points were handling changes in available power - Don't add entities with "require powergrid" disabled to the list of powergrid entities to update
Today
Merge from PlayerRigUpdate2 (snowmobile/bike reaction layer refactor, no player facing changes)
Today
Delete PlayerModelReactionEnded state machine component
Today
Remove React layer from player animator, now handled entirely by sub systems Remove 3 associated parameters
Today
Merge from react_layer
Today
Fixed pelvis movement on low react weights
Today
Call BaseEntity.Query.Server.Remove() earlier inside DoServerDestroy so if it does throw an NRE later in OnServerDestroy it's still removed from the lookup grid
Today
Fix BaseEntity.Query not checking if the entity is null / destroyed (to prevent entities that fail to be destroyed from breaking queries)
Today
Merge from parent
Today
Merge from voice_delay_fix_attempt_2
Today
Flip around the position and data increment
Today
Merge from main
Today
Remove client.SetPlayerSeed convar (duplicate of client.playerseed command)
Today
Hammer DPI scaling improvements KeyValuesToTablePreserveOrder further tweak * Do not turn 0 to 1 key if there's only 1 key Fixed Hammer Entity KeyValue names drawing over the second column
Today
Standalone lightbox mesh.
Today
Lighting WIP
Today
Fix DeepSeaManager using Destroy() when killing the deep sea after it's disabled instead of Kill() - probably not the cause but better to be safe
Today
merge from attachment_charms