146,806 Commits over 4,444 Days - 1.38cph!

40 Minutes Ago
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42 Minutes Ago
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1 Hour Ago
fix for last thrown dart in 2p counting as next players first throw
3 Hours Ago
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3 Hours Ago
Communal interiors progress / top floor dressing
3 Hours Ago
Glass AR - worldmodel
3 Hours Ago
fix scoreboard not updating for 2nd player potential fix camera bug by removing viewmodel camera bone animation
4 Hours Ago
Exclude SimpleBuildingBlock from tests as we are only interested in testing deployables here, not construction, high walls or wall frame socket pieces
4 Hours Ago
Gamesroom - ran localization - ran manifest - ran skins
4 Hours Ago
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4 Hours Ago
Gamesroom Minifridge; - Greybox wip model for minifridge - Setup item, skin files and prefabs - Icon, material setup
4 Hours Ago
RRP contact shadows fixes
4 Hours Ago
Tidy up how deployables are filtered for this test by using a new TestParameterSource
4 Hours Ago
Fixed a bug on the TestRunnerWindow where clicking 'run' would incorrectly run editor tests in play mode after changing prefab source attributes because of stale values. Changing this and my editor test worked again. Previous unreliable fix was to untick and retick tests before running but that didn't work for me
5 Hours Ago
Some cleanup
5 Hours Ago
Ugly initial setup to stop grenades + c4/satches from feeling laggy to throw and stop them coming out of the players eyes
5 Hours Ago
Implemented the new client version notification: if a new release or staging client is released, the player gets a local notification telling them to update their game Latest changeset numbers are in the manifest, so its refreshed after every manifest update
5 Hours Ago
Moved notification convars to a partial class
5 Hours Ago
oops
5 Hours Ago
add debug layer for contact shadows
5 Hours Ago
set up RRP renderer datas for skinviewer cameras
6 Hours Ago
Fix compile error
6 Hours Ago
Added the special powerplant fuseboxes to powerplant scene so it's testable in procedural maps. S2P powerplant Deleted some powergrid testing prefabs
6 Hours Ago
integrated new dartboard model
Today
Never failed but ran recalculate bounds on flameturret.deployed
Today
Exclude electric.windmill.small from the test. All tests pass :tada:
Today
changed from renderedLod to Meshlod on metal and wood parts
Today
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
Today
monument blockers: addressing feddback on the collapse version and checking in first pass on the vent
Today
Recalculated bounds on igniter.deployed. Test passes
Today
Removed unneeded Mesh Filter component on the Server object of the electrical.heater as it was contributing to significant Bounds. Recalculated bounds. Test passes
Today
Test list jsons
Today
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...)
Today
Bugfix: StringView - fix invalid substring offset calculation in EndsWith overloads Tests: unit tests pass, empty bind command works
Today
Update(tests): add unit tests that can catch invalid substring calls in StartsWith/EndsWith Tests: ran them, EndsWith fail (as reported)
Today
Hide skirt skinning pass
Today
Snow mobile animation updates to work with new character
Today
Merge: from main
Today
Clean: remove a missed todo note Not worth the effort to chase it, current code is okay Tests: none, trivial change
Today
fix broken water reflections when using DLSS or render scaling
Give barricades blocker its own protection property asset
Today
Adjusted events, set sprint to play at 1.126 to account for the additional 2 frames in the updated anim
Today
Merge: from main
Today
Merge: from client_clientrpcs
Today
Clean: removed generic ClientRPC methods - rewrite ClientRPCPlayerList into ClientRPCList All except for 2 calls now rely on Rust.CodeGen Tests: compiles
Today
Hide skirt clipping improved. Updated .fbx and prefabs.
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
Today
Added Keyboard World Model and LODS Added Keyboard Combined Material and Textures for World Model and LODS
Today
Clean: rewrite all obsolete ClientRPC calls into RpcTarget form - removed all obsolete ClientRPC calls Tests: editor compiles
Today
Hide poncho skinning pass and fixing BDU shirt skinning