141,423 Commits over 4,383 Days - 1.34cph!

20 Minutes Ago
Cherry pick 148120 (perf.playermodel fix)
29 Minutes Ago
merge from perf.playermodel_fix
32 Minutes Ago
merge from main
33 Minutes Ago
merge from main
43 Minutes Ago
merge from main
43 Minutes Ago
fixed perf.playermodel scene
44 Minutes Ago
merge from main
50 Minutes Ago
Cherry Picked 148115 (Added a way to prevent the vertex alpha applying to the detail mask when additional mask blending options are enabled on a standard shader material)
52 Minutes Ago
merge from main
55 Minutes Ago
Merge from standard_shader_detail_vertex_color_tint
56 Minutes Ago
Added a way to prevent the vertex alpha applying to the detail mask when additional mask blending options are enabled on a standard shader material
57 Minutes Ago
Skinning pass for small backpack
58 Minutes Ago
Merge from main
1 Hour Ago
Fixing skinning for bowless crossbow world model
1 Hour Ago
Refactor can't afford overlay to match/align with regular unlock can't afford display. Bunch of prototype UI code cleanup.
1 Hour Ago
merge from wakeaiz_optim
1 Hour Ago
added additional filter to Any grid query, lets you set an ignore filter for contents that you never care about and can consider the region "empty" for - as well as the usual filter based on gameplay spec (finer distance, player state, etc.) - lets us sleep the WakeAIZ properly while still allowing early-exit on the first found filter-matching player
1 Hour Ago
Add can't afford overlay panel to prototype button, toggle as needed.
1 Hour Ago
Show FAILED overlay on prototype button for 3 seconds on failure. Codegen.
1 Hour Ago
merge from main
1 Hour Ago
Industrial Storage - blockouts and initial prefab configuration
2 Hours Ago
Hook up prototype failed overlay
2 Hours Ago
corrected empty grid logic
2 Hours Ago
Restore water wheel reference to its sounds to fix NRE spam
2 Hours Ago
Move prototype button next to unlock button, keep single unclock cost display at the top
2 Hours Ago
Still show icons as locked, even with prototype installed.
2 Hours Ago
Skinning pass for diving suit and diving tank
3 Hours Ago
added ultra wide screen script/offset to bowless crossbow viewmodel prefab
3 Hours Ago
Merge from main
3 Hours Ago
Subtract the subtract
3 Hours Ago
merge from main
3 Hours Ago
switch to AnyPlayersInSphereFast to inline non-npc + trigger volume checks against players, avoids gathering all players in a huge region to then get a passing check on the 1st one, still provides information on whether the grid regions checked were all empty to allow the trigger to stop ticking
3 Hours Ago
Subtract 147919 merge from terrain_lower_fixes
3 Hours Ago
additional boat types, missing files
4 Hours Ago
Merge from main
Today
Renames Add a skinnable for half shelves and single shelves
Today
Created new hidden/uncraftable base storage horizontal and vertical storage barrels Added skins for original storage barrels, abyss, warhammer and jungle versions Can now use the spray can or repair bench to reskin between these versions Future items can now just mark themselves as skins of the hidden base barrels and they will be treated as a normal skin No changes to crafting menu, these barrels still appear as separate items there
Today
Check AlphaMap isInitialized on AdaptMeshToTerrain to prevent editor errors
Today
Fixed code locks on cars disappearing (except for the red spheres) after too many code attempts Swapped the red sphere material to an opaque version so we don't get weird depth fighting issues
Today
Merge from main
Today
Fix NRE when renaming a demo shot to a name that already exists
Today
Fix case where holstering a mobile phone mid call would result in some inputs being ignored
Today
Remove log when loading player inventories for the first time
Today
Merge from main
Today
Merge from main
merge from playerrigupdate2
Modified skinning on the leather gloves
Updated underwear male/female meshes
Updated player mouth/voice logic to work with new player models (and made jaw rotate as well as move)
Today
Add another parameter to chat.add2 so modders can put text before the username without polluting the client's name cache