147,536 Commits over 4,444 Days - 1.38cph!

Just Now
toned down wrinkles on canvas a bit
13 Minutes Ago
Bunch of skin viewer framing fixes
14 Minutes Ago
Fixed stacked steam items showing as one single item in the steam inv menu
16 Minutes Ago
fixed industrial auto turret laser position
45 Minutes Ago
merge from workshopskinnable_metal_shop_front
47 Minutes Ago
Fixed console logs using UTC time instead of local time
48 Minutes Ago
Metal shop front , set up for workshop. Changed to two materials - front and back
1 Hour Ago
Fix client/server version mismatch Lua errors with halo.lua changes
1 Hour Ago
Fixed the popping issue with the wood stove. I was using meshlod on a mesh that had the number of materials change. I had to use RendererLod instead. That solved it.
1 Hour Ago
Minor cleanup Fix client/server version mismatch Lua errors with halo.lua changes
1 Hour Ago
Add support to break into rooms with a master key - one time use - takes 10s to break in - gives 5m access - can steal stuff from the rooms in that time - can let yourself out of the room if you are left inside
2 Hours Ago
Update: use dirty indices for copy Test: none, trivial change
2 Hours Ago
Glowing Wallpapers - ceiling stars update, initial setup for wall version
2 Hours Ago
Update: propagate PlayerServerStates down to Antihack methods - updates unit tests for changed API Tests: unit & perf tests, ran around craggy
2 Hours Ago
Add apartment master lock for breaking into apartments
3 Hours Ago
added reverb settings and zones to all different apartment sizes
3 Hours Ago
3 Hours Ago
Fix OSX compile
4 Hours Ago
defer completion of sculpting GUI collider baking until the next controller's update, it can be done entirely in the background without hollding the main thread
4 Hours Ago
Minor compile warning fixes
4 Hours Ago
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4 Hours Ago
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4 Hours Ago
Remove root transform name from path to gibs, was unnecessary and caused trip ups
4 Hours Ago
oxygen_ui_flicker_fix -> main
4 Hours Ago
Proper fix for dodgy flickering oxygen vitals Caused because we aren't sending as many metabolism updates after the optimizations
4 Hours Ago
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4 Hours Ago
merge from main
4 Hours Ago
pooltable new mesh - texture wip
4 Hours Ago
Cobalt Statue - New collider for the metal parts
5 Hours Ago
Fix monument blockers spawning all their gib stages on death
5 Hours Ago
Disable motion blur because it's still a little broken
5 Hours Ago
Add a simple motion blur implementation
5 Hours Ago
merge from bc_better_scaling
5 Hours Ago
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5 Hours Ago
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5 Hours Ago
Fix gibbable paths on vent cage blocker
5 Hours Ago
frontier hazmat warning spam fix
6 Hours Ago
Merge from ssao
6 Hours Ago
Fixed NaN water heights when the map has no land Skip generation and fill with the open ocean defaults instead (happens on a deep sea with no main land spawned)
6 Hours Ago
fixed frontier hazmat skin constraint setup on right side
6 Hours Ago
Added Deep Sea scene, turns the server into a deep sea
6 Hours Ago
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6 Hours Ago
Bugfix(tests): don't try to manage unit test specific PlayerStates, rely on internal static one (sadface) - also fix ServerOcclusionGroup tests not fully cleaning up players There's an architecture barrier that's hard to push through to support multiple PlayerStates, so keep it simple for now Tests: ran a bunch of unit tests, no longer sporadically failing
6 Hours Ago
fixed mesh lod distance causing texture pop in
6 Hours Ago
Disable BRP AO when using RRP Compile errors fixes Move temporal variables to SSAOApply step only Move RenderPassEvent to after motion vectors to fix temporal filtering
6 Hours Ago
setup BC controller bone retargeting on some assets for proper alignment with playermodel states
6 Hours Ago
cleaned up alignment with player states so that we're not using arbitrary axes, relies on proper bone retargeting of the BC controller
Today
Merge from u6fixes
Today
Change default ADS sensitivity multiplier to 0.2
Today
Potential fix for nav error logged during root motion