202,254 Commits over 4,171 Days - 2.02cph!

Just Now
Removed collider from mannequin corpse
4 Minutes Ago
Merge Indirect Instancing
7 Minutes Ago
update with latest assets
15 Minutes Ago
Merge: from baseplayer_serverupdateparallel - Fixes NRE when UsePlayerUpdateJobs 1/2 is enabled Tests: unit tests
18 Minutes Ago
Merge: from main Tests: compiles in editor, player cache unit tests
24 Minutes Ago
Removed LightOccludee on chandelier lights, not supported on dynamic lights
25 Minutes Ago
Changed chandelier protection
29 Minutes Ago
Bugfix: UsePlayerUpdateJobs 1/2 - use correct indices when filtering out disconnected players - Added a unit test to validate BasePlayer.FilterInvalidPlayers works correctly Tests: ran new unit test
1 Hour Ago
Ceiling light and ceiling fluorescent light use the same max deploy angle and deploy layers
1 Hour Ago
Merge from indirect_instancing (quick build smoke test)
1 Hour Ago
Fix indirect instancing tools never actually applying material changes. (Again, because I love Plastic but it doesn't love me back)
1 Hour Ago
Added farm sign to farm kiosk
1 Hour Ago
Remove Standard+Wind from the list of supported shaders for indirect instancing as it caused some foliage to be rendered white.
1 Hour Ago
Revert instancing flags on materials that were using Standard+Wind to their original state.
1 Hour Ago
merge from decor_lighting_dlc
1 Hour Ago
merge from main
1 Hour Ago
Fixed chandelier bounds issue preventing wiring
1 Hour Ago
Added a game tip explaining you can adjust the spotlight rotation using a hammer
2 Hours Ago
merge from buried_item_null_checks
2 Hours Ago
Add null checks for buried item creation.
2 Hours Ago
Anim update for sks and l96
2 Hours Ago
Rebase on /main
2 Hours Ago
Enabled default indirect lighting implementation when in prefab edit mode as the deferred indirect lighting script won't be present
3 Hours Ago
Use CanBuild instead of IsBuildingAuthed for the spotlight rotations
3 Hours Ago
Merge from foliage_instancing
3 Hours Ago
Fixed an issue where spatial environment volumes were being registered to be rendered when they shouldn't have been
3 Hours Ago
merge from pilot_hazmat_dlc
3 Hours Ago
Deleted pilot hazmat cinematic folder
4 Hours Ago
Merged from parent
4 Hours Ago
Rebase on /main
Rin
6 Hours Ago
Added small power substation
Today
Merge from foliage_instancing
Today
Create separate materials for foliage placements/instancing
Today
More splat set stuff.
Today
Progress
Today
Merge from main
Today
Place entrance & exit ports based on the loot direction of the map - entrance to deep sea should be on the T2 side of the map - exit out of deep sea is on the "opposide side" so you enter & exit into one continious ocean - example: leave left side of map, enter on right side of ocean
Today
update deep_sea/portals
Today
Include all the other prefabs updated when generating manifest
Today
Update manifest
Today
Fix compile errors
Today
Update protobuf
Today
Commit AK FBX that keeps being reserialized
Today
merge from deep_sea/portals -> deep_sea
Today
Codegen
Today
merge from naval_update -> the correct `naval_update/deep_sea` branch