146,782 Commits over 4,444 Days - 1.38cph!

6 Minutes Ago
Never failed but ran recalculate bounds on flameturret.deployed
7 Minutes Ago
Exclude electric.windmill.small from the test. All tests pass :tada:
10 Minutes Ago
changed from renderedLod to Meshlod on metal and wood parts
10 Minutes Ago
Manually shrank SnowMachine bounds to only cover the deployable. The snow effect didn't need to be covered. Tested in Craggy, no behaviour change. Test passes
14 Minutes Ago
monument blockers: addressing feddback on the collapse version and checking in first pass on the vent
24 Minutes Ago
Recalculated bounds on igniter.deployed. Test passes
25 Minutes Ago
Removed unneeded Mesh Filter component on the Server object of the electrical.heater as it was contributing to significant Bounds. Recalculated bounds. Test passes
28 Minutes Ago
Test list jsons
29 Minutes Ago
New automated test to check all deployables for BaseEntity bounds significantly larger than the deploy volume. Included exclusions for deployables that have intended oversized bounds (doors, constructables, high externals...)
39 Minutes Ago
Bugfix: StringView - fix invalid substring offset calculation in EndsWith overloads Tests: unit tests pass, empty bind command works
41 Minutes Ago
Update(tests): add unit tests that can catch invalid substring calls in StartsWith/EndsWith Tests: ran them, EndsWith fail (as reported)
52 Minutes Ago
Hide skirt skinning pass
1 Hour Ago
Snow mobile animation updates to work with new character
1 Hour Ago
Merge: from main
1 Hour Ago
Clean: remove a missed todo note Not worth the effort to chase it, current code is okay Tests: none, trivial change
1 Hour Ago
fix broken water reflections when using DLSS or render scaling
1 Hour Ago
Give barricades blocker its own protection property asset
1 Hour Ago
Adjusted events, set sprint to play at 1.126 to account for the additional 2 frames in the updated anim
1 Hour Ago
Merge: from main
1 Hour Ago
Merge: from client_clientrpcs
1 Hour Ago
Clean: removed generic ClientRPC methods - rewrite ClientRPCPlayerList into ClientRPCList All except for 2 calls now rely on Rust.CodeGen Tests: compiles
1 Hour Ago
Hide skirt clipping improved. Updated .fbx and prefabs.
1 Hour Ago
Setup MonumentBlocker script with support for different gibs at different destruction stages Make new entity prefab for barricades monument blocker Modify resources dispensed by the barricades monument blocker Remove ResourceStages from StagedResourceEntity, data here has since been migrated to StagedResourceEntityInfo and no discernable reason to still have it
1 Hour Ago
Added Keyboard World Model and LODS Added Keyboard Combined Material and Textures for World Model and LODS
2 Hours Ago
Clean: rewrite all obsolete ClientRPC calls into RpcTarget form - removed all obsolete ClientRPC calls Tests: editor compiles
2 Hours Ago
Hide poncho skinning pass and fixing BDU shirt skinning
3 Hours Ago
merge from areacheck_parent_fix
3 Hours Ago
merge from coconut_underwear_fix
3 Hours Ago
merge from BDU_Kevlar_TextureResolutionPass
3 Hours Ago
merge from Halterneck clipping fix
3 Hours Ago
merge from JacketClipping_fix
3 Hours Ago
merge from skinny_pants_fix
3 Hours Ago
merge from hazmat_downed_vision_fixes
3 Hours Ago
merge from no_aa_no_dithering
3 Hours Ago
merge from playerboat_unbeaching_revert
3 Hours Ago
Fixed an issue with the SkyboxPass that was causing it to render without a depth buffer when active
4 Hours Ago
added eye view adjustment submesh to arctic and nomad hazmats
4 Hours Ago
Tweaked notif window anims
4 Hours Ago
Merge from Main
4 Hours Ago
Briefly show an "unsuitable location" error popup
5 Hours Ago
Removed the URL parsing in Message, we now have a URL field
5 Hours Ago
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5 Hours Ago
added eye view adjustment submesh to makeshift hazmat
5 Hours Ago
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5 Hours Ago
set renderers properly in male bun wearable
5 Hours Ago
Fixed an issue that was causing the color grading to be disabled in RRP
5 Hours Ago
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5 Hours Ago
Fixed clipping between heavy plate pants and boots. updates fbx and prefabs
5 Hours Ago
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6 Hours Ago
Added support for color grade masking via a new volume component and hooked up the settings for all volumes that require that feature