140,808 Commits over 4,505 Days - 1.30cph!

14 Minutes Ago
merge from darts_leaderboard_fixes
15 Minutes Ago
Fix incorrect PoolBallData pooling
16 Minutes Ago
pooling fix, enables pooling on thrown darts
28 Minutes Ago
optimised world models for mp5, double barrel shotgun and both youtooz figurines all were on the rigged setup - skinned meshes and bone hierarchies that do nothing once dropped. - Skinned meshes: 24 -> 0 - bones: 16 -> 0 - Prefab SkinnedMeshRenderers: 14 -> 0 - LOD0 renderers: 7 -> 4 - Meshes: 25 -> 13 also stripped exported tangents/binormals from these plus w_diverak47 (unity recalculates them on import) and cleared the leftover import settings on the fbxs: FBX size 3.55MB -> 1.74MB (-51%).
35 Minutes Ago
Steam Input is now the main (and only) gamepad input method. Lots of refactor to strip the old double setup out.
59 Minutes Ago
Updating ammo script for glass ak to hide bullets based on ammo count
1 Hour Ago
merge from main
1 Hour Ago
merge from chainlink_fence_fix Feel free to stomp any monument changes coming from this branch
1 Hour Ago
S2P a bunch of monuments
1 Hour Ago
Added a tool to copy VDFs from/to project/steam locations
1 Hour Ago
Finally got a VDF working. Added the VDF source and also some extra debugging.
1 Hour Ago
merge from main, stomp a bunch of monument scenes
1 Hour Ago
Fix TryBindNavmesh not updating the cached navmesh
1 Hour Ago
main -> character_customisation
1 Hour Ago
boat_fuel_interaction_fix -> main
1 Hour Ago
Cache agent navmesh instead of re-resolving it each call (eg independant navmesh vs default navmesh)
2 Hours Ago
Only show the boat fuel, start engine, stop engine options if you are a driver (to better line up with other vehicles in game)
2 Hours Ago
Fix find closest edge not working (never worked), making scientists not actually favour covers close to walls, fix AIs getting stuck when navmesh tile is rebuilt under their feet / on their path, prevent findPath from the agent position reprojecting when we already have a valid polyref, expose polyrefs in path
2 Hours Ago
Merge from MonumentBlockers
2 Hours Ago
Fix blocker mesh issues flagged by automated tests
2 Hours Ago
merged uppdated salvaged hammer 3p anims and override controller
3 Hours Ago
merge from militarytunnels_lightdup_fix
3 Hours Ago
S2P military tunnels
3 Hours Ago
merge from main, stomp mil tuns
3 Hours Ago
merge from non_critical_art_bugfixes_reapply
3 Hours Ago
Large oil S2P after stomp
3 Hours Ago
merge from main
3 Hours Ago
merge from water_treatment_tank_fix
3 Hours Ago
merge from Ziggtank_collider_fix
3 Hours Ago
merge from launchsite_silo_collision_fix
3 Hours Ago
merge from nuclearmissileSilo_pipemat_fix
3 Hours Ago
merge from perf_disable_gc_notif
3 Hours Ago
merge from satellite_trail_tweak
3 Hours Ago
merge from desalination_collider_fix
3 Hours Ago
merge from dome_tree_spawn_fix
3 Hours Ago
merge from static_chair_variant
3 Hours Ago
Remove all unnecessary components from the static chair S2P launch, outpost, bandit, gas station, junkyard, large oilrig, sewer branch
3 Hours Ago
merge from main
3 Hours Ago
optimised world models for the following weapons: custom smg, skinning knife, diver assault rifle, cny dragon launcher, lr300 all of these were using the rigged setup - skinned meshes, bone hierachies, unconsolodated LOD groups where the usage wasn't noticeable/used when dropped. - LOD0 triangles: 60,828 -> 26,234 across the 5 - LOD0 renderers: 17 -> 5 - Skinned meshes: 59 -> 0 - Meshes: 64 -> 16
4 Hours Ago
exported edited 3p slavaged hammer anims and assigned drop/pickup anims to override controller
4 Hours Ago
glass ar store icon placeholder, set correct steam id
4 Hours Ago
merge from automated_testing
4 Hours Ago
Update a bunch of entity flag toggles to fix issues after flag changes S2P floating cities
4 Hours Ago
Reflection hack to call ISteamInput::Init
4 Hours Ago
Merge from MonumentBlockers
4 Hours Ago
Codegen, manifest
4 Hours Ago
S2P military tunnel, oilrig, launch site
4 Hours Ago
Bugfix: make sure we modify EnsureMainThread in release builds That check is always active Tests: booted TLS scene
4 Hours Ago
Merge from main
5 Hours Ago
Update: integrate TLSTest into client bootstrap and server boot routines - copied over linux rustnative.so, to be tested Temp measure to test standalone builds Tests: booted both bootstrap and craggy in win editor - saw output (disabled in client, enabled in server)