146,465 Commits over 4,444 Days - 1.37cph!

Just Now
WIP on industrial barricades before switching branches
4 Minutes Ago
apartment complex s2p
24 Minutes Ago
deploy updates on 3p animation content
48 Minutes Ago
merge from PlayerRigUpdate2
54 Minutes Ago
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59 Minutes Ago
lower culling dist on broken tiles, disabled shadow casting on them shader complexity lower on the checkin desk, got rid of blend layer
1 Hour Ago
Applied the new melee weapon subsystem to the diver torch The skull torch was a variant so it was already using the new subsystems Removed the hacks we implemented to play the turn on and off deploy aniamtions (cleaner implementation by the new subsytem) TODO: remove corresponding states and parameters on the player animator
1 Hour Ago
Charity plushies setup
2 Hours Ago
Merge from main
2 Hours Ago
Fixed visual calculation Increased initial scrap fee to 260 Reduced scrap per hour cost to 10
3 Hours Ago
Show time remaining for rent in the vending machine storage loot panel
4 Hours Ago
Fix shop interaction Move all admin interactions to the contract sign on the side of the store
4 Hours Ago
FIxed rentable shop vm admin panel pointing to old admin menu Fixed new vm admin menu not being closable if the main menu isn't loaded (editor only issue) Fixed interaction flow for vending admin panel in rentable stores
5 Hours Ago
Fixed wanted posters clearing the name when entering the deep sea
Simplified the "Deployable Snapping" dropdown to just two buttons
Today
Removed a 444 byte allocation and 0.01ms cost every footstep figuring our if the player is barefoot (just calculate it once when we rebuild the player model)
Today
Mark wearable renderers that are shadow only as update when offscreen, fixes some body parts culling in the local players shadow at some perspectives
Today
Periodically recalculate the bounds on all of the skinned mesh renderers on a ragdoll so that the culilng bounds are up to date. (Every 9-10s) Should be more performant than just enabling Update when offscreen
First iteration of an automated system to find correct deployable snapping values. Will place a deployable against a ghost item in editor and calculate the perfect measurements
Today
RRP contact shadows
Cleanup prefab path
Today
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Today
round up BDU projectile protection this time without a bunch of random shit changed
Today
round up BDU projectile protection
Today
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Today
mp5 deploy update
Today
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Today
merge from apartment_complex_monument/prototype -> apartment_complex_monument
Today
Do not try to init vaudio_speex when using Steam voice Build vaudio_speex on win64 for `sv_use_steam_voice 0` support Removed a bunch more Xbox360 GameUI code * Removes point_bonusmaps_accessor entity Update Workshop stats in Steam according to Steam constraints Prevent player.CreateNextBot and `bot` command in singleplayer Fixed SpawnIcon positioning for certain models (Community Contribution) Crossbow bolts tweaks * Fixed crossbow bolts hitting surrounding bounds of weapons and ammo/etc entities * Make hitting invulnerable props apply physics force to them. This was partially a bug with changes to being able to reflects bolts off of props. Fixed potential crashes in material system
Today
update apartment_complex_monument/prototype
Today
Deploy and shadow animation updates on rifles
Today
debugging options for seeing thrown darts in debugcam, fixed logs, fixed prefabs of scoreboards, fix crashing in 2p postgame
Today
Disable skin viewer view in hands button for held entities not using the viewmodel camera (cultist deer torch)
Today
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Today
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Today
Fixed guitare skin viewer framing
Today
Fixed table skins not loading in the skin viewer
Ground floor mesh decals
Today
fix 3p animations facing sideways oddly (turn off SpineIK on animation subsystem, apply extra rotation to anims)
Today
Merge: from stringview_indexof_fix
Today
Phrase update
Today
Merge: from main
Initial attempt at a Train Ai that can patrol our existing rail network: - Based off the backend systems for Boat AI - Will reverse at dead ends - Will only work if theres a driver in the train car
Today
Bugfix: StringView.IndexOf - prevent skipping a character if we had to abour a sequence match This affects Contains, Replace and IndexOfAny as well, as they depended on IndexOf Tests: ran unit tests, they pass
Today
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Today
Update(tests): add a unit test case for StringView.IndexOf failing edge case Tests: test fails as expected
Setup components to allow for holosight to hide its sight rail depending on gun it is attached to
Today
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