145,509 Commits over 4,413 Days - 1.37cph!

4 Hours Ago
Fix CommentComponent being reserialized with different line breaks due to Unity clamping yaml string length in prefabs to 80 characters - normalize every line break to \n so it can't change when saved on different platforms - this fixes RidableHorse constantly wanting to be commited
4 Hours Ago
More progress - generate meshes right away when running on server (so they can be assigned to colliders) while keeping it defered on the client so we only generated meshes when in LOD range - create PathMeshLOD which is MeshLOD + request mesh generation when the lowest LOD becomes visible & destroy when no LOD is visible - fix the "job" version creating a job per mesh segment instead of batching every 5 segments together - some more fixes with the mesh generation (stuff like handling both 16bit and 32bit indicies instead of assuming every mesh is <65k verts)
5 Hours Ago
merge from main
5 Hours Ago
Skin viewer ticks the viewmodel components so we can have the space lr300 ammo counter working, default ammo for rpg etc General store view fixes
Today
Added arrow buttons to switch to the next item in the store from the skin viewer (limited tab only)
Today
Industrial Torch - Updated textures (still wip lads)
merge from deformhair_enum_cleanup
updated hair sets
Updated deformhair value for all head wearables
don't treat wearable.deformhair as a bit flag
Today
Add "rentallrooms" to see performance impact of fully loaded apartment monument
Today
Can only ADS item allowing ADS
Today
integrate animation subsystem with 3p animator controller and dartboard
Today
Lets try fixing MacOS doing full rebuilds every time Fixed Lua state corruption Minor cleanups + whitespace cleanups Make loading screen dialog have static height again * Simpler, fixes a few issues, potentially helps that one guy who would "Style around the box" on their loading screen. Minor cleanups
Added mask conditional meshes to hair sets
Removed BoonieHat and MinersHat from DeformHair enum (both can use baseballcap) Added Mask option
Today
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Today
Lower skinnable paths when we update them during manifest generation, otherwise they log warnings about being slow to spawn.
Today
merge from main -> apartment_complex_monument
Today
Glass AR - lowpoly model update, material tweaks
Today
Attack anims only for melee items
Today
Added a cubemap to the skin viewer (based on craggy). The skin viewer viewmodel camera uses that instead of the ingame cubemap, so it works in the menu and the ingame realtime cubemap isnt used It also fixes some issues with some world models using material needing a cubemap
Today
NRE fixes when using viewmodels in the skin viewer
Today
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Today
Fixed note loot panel not saving typed text
Today
updating 3p jumping anims
Today
Disabled motion blur post process in player preview
Today
merge from main
Today
merge from lod_baker
Today
start on darts animation subsystem
Add ProjectileModPartVisibility component which can be attached to BaseProjectile entities, can specify which parts of the worldmodel and viewmodel should be visible/invisible depending on what mods are attached Setup for sight rail on M16A2
Today
lod baker: write output textures as tga instead of png
More hair conditional meshes
Dont allocate a new hashset everytime we jump to a new point on the timeline
Today
industrial large furnace - reverted to a single collision material
Stop every demo scrub from allocating a new BaseNetworkable list
Today
UI tweaks, added examine keybind text
Today
Bowless crossbow audio polishing and added sounds
Today
removed the material properties
Today
s2p on floating city scenes due to new mannequin changes
Today
MeshPaintController uses Pointer instead of Mouse when reading input, so it works with both mouses and pens
Today
Prefabbed up merged mannequin models, set up LODs and placeholder collision. Replaced old ones in Supplies Barge prefab.
Today
small apartment lods
Today
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Today
industrial electric furnace; - It will now illuminate the small light green when an item is actively smelting inside the electric furnace - When nothing is actively smelting, it will illuminate the small red light - Updated prefab
Today
merge from game_room_dlc
boomerang_model_dupe_fix -> main
Today
merge from main
Today
Settings pass on industrial torch
Prevent a duplicated Boomerang model (not functional) appearing on the ground if you're killed whilst its returning to you