140,266 Commits over 4,352 Days - 1.34cph!

3 Minutes Ago
merge from render_pipeline_testing
5 Minutes Ago
Setup tropical island 1 and ghostship 1 to use independant navmesh
7 Minutes Ago
another fix
14 Minutes Ago
merge from render_pipeline_testing (server compile fixes)
16 Minutes Ago
further
28 Minutes Ago
bunch of client preproc guards
34 Minutes Ago
Updating bunny suit female settings
40 Minutes Ago
Updating bunny suit burst cloth settings
41 Minutes Ago
Make command line debug navmesh tool pick the relevant independant navmesh instead of always the default one
45 Minutes Ago
merge from wakeaiz_tickrate_optim
46 Minutes Ago
Merge: from remove_clear_from_unsub - Optim: speed up unsubbign from network groups by skipping clearing their entities from the queue Tests: teleported around 2.5k procgen map
46 Minutes Ago
exported latest m16a2 viewmodel rig/anims
47 Minutes Ago
Optim: skip clearing entity queue when unsubbing from a network group Was originally done to help with old spectating logic, but it's now handled separately. Tests: teleported around on a 2.5k procgen map
52 Minutes Ago
drastically reduce tickrate of WakeAIZ when it becomes active, at worst this will add +10% to the sleepDelaySeconds (usually set to 30s) but will significantly reduce the perf impact of it
55 Minutes Ago
update render pipeline for renamed usings/objects
1 Hour Ago
Bunch of fixes. Refactor some scrap cost calculation to include the salvage upgrade in a central location. Tech tree UI costs/values now reflect salvage upgrade effects.
1 Hour Ago
Temp workaround force synchronous builds on moving navmesh, as right now the geometry queries use world space and they won't query the right spot
1 Hour Ago
merge from main
1 Hour Ago
removed old premergeOct 25 anim controller
1 Hour Ago
fixed toolgun offset issues
1 Hour Ago
Wall alt versions. Scene backup.
1 Hour Ago
merge from render_pipeline_testing
1 Hour Ago
merge from main
1 Hour Ago
Removed temporary materials. Started second pass on Kiosk A
1 Hour Ago
merge from autoconnect_menu_fix
1 Hour Ago
merge from main
1 Hour Ago
Moved t+autobench switch after OnMenuLoaded as well
1 Hour Ago
CurrentVersion.cs
1 Hour Ago
Shotgun traps and flame turrets are destroyed on boat death
1 Hour Ago
Meta files
1 Hour Ago
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1 Hour Ago
Various code auto updates, part 6 (third party)
1 Hour Ago
Various code auto updates, part 5
1 Hour Ago
Various code auto updates, part 4
1 Hour Ago
Various code auto updates, part 3
1 Hour Ago
Various code auto updates, part 2
1 Hour Ago
Various code auto updates, part 1
1 Hour Ago
Update to rps, victory and beat chest gestures
2 Hours Ago
Amplify Shader Editor temp compile fix (this needs to be fixed properly if still in use)
2 Hours Ago
TMP auto upgrade (this needs applying upstream)
2 Hours Ago
Baseline (ProjectVersion, Packages, MultiplayerManager)
2 Hours Ago
easter wallpaper texture update
2 Hours Ago
minor tiling fix on one of the easter wallpapers
2 Hours Ago
added descriptions to all the wallpapers, engine file update
3 Hours Ago
fixed bandit relaxed idle issues
3 Hours Ago
merge from new_console-ui
3 Hours Ago
Better background blur shader, only used by the F1 menu for now
3 Hours Ago
fixed hand clipping on slot machine
3 Hours Ago
Merge: from imrpoved_network_groups/serverocclusion_player_fastpath - Optim: skip unnecessary global occlusion group lookups Tests: unit tests
3 Hours Ago
Optim: skip checking global occlusion groups for small and large network grid layers Players can only be on medium layer at the moment. Controlled by a UsePlayerOnlyOnMediumLayerShortcut compile switch Tests: ran unit tests