159,751 Commits over 4,566 Days - 1.46cph!

25 Minutes Ago
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47 Minutes Ago
Merge from render_pipeline_testing
48 Minutes Ago
Added support for lens distortion and added cinematic volume profiles
59 Minutes Ago
Experiment with moving the cargo plane movement to the clientside Circumvents 380 B/s per player when cargo plane is out
1 Hour Ago
updated g3a3 blockout mesh with a rail system for mounting attachments
1 Hour Ago
added katar blockout mesh
1 Hour Ago
blur/bump taps lod out, reducing texture reads when not needed
1 Hour Ago
seagull rig and anims exported
1 Hour Ago
merge from prefab_hierarchy_flattening
2 Hours Ago
Added missing AmbientLightLOD to NVG scientist lights
2 Hours Ago
merge from pool_review2
2 Hours Ago
Bumped the amount of gun firing effects we warm up
2 Hours Ago
Metal embrasure warmed up amount set to 25
3 Hours Ago
Puzzle reset objects keeps parent instead of descendants, thats what it depends on
3 Hours Ago
Train track splines keep descendants, fixes tunnel lights not working
3 Hours Ago
DungeonBaseLink keeps descendants, fixes error when generating underwater labs
3 Hours Ago
Socket flattening fixes Socket_Base keeps its descendants, Socket_Specific_Female keeps its parent, SocketMod_Inside uses world position / rotation instead of local
3 Hours Ago
merge from main
3 Hours Ago
Merge from main
6 Hours Ago
Fix water pistol z-fighting
Today
Merge from mod_entity_belt_only
Today
Added new logic to ItemModEntity that only creates corresponding entities for items marked as player only when they are in the belt We've already enabled this for most items so they don't spawn and destroy entities when they are in containers, this extends this behaviour so that the entity only gets created when it ends up in the player belt This should result in less entities broadly, particularly when creating a corpse as we paid a cost for destroying the entities as we transferred the items to the corpse Disabled by default
Today
Merge from corpse_height_fix
Today
Adjust spawned corpse prefabs to be above the terrain if it is spawning below the terrain (with a 1m cutoff for underground corpses) Should fix all animals but chickens particularly spawning clipped into the terrain and dropping through as our navmesh can now sometimes be slightly below the terrain Also fixed a harmless animator warning when a chicken is spawned
Today
Fix NaNs from text surface shader
Today
Rework how we dump server tutorial needed paths Updated list
Rin
Today
Update crafting recipe to match bone armour Swap egg vision to candy vision
Today
Merge from arrow_pivot_fix
Today
Fixed arrow pivot positions causing them to appear behind the players head when firing
Today
Fixed vm hands not rendering in the workshop scene (and associated error)
Rin
Today
merge from GraveyardFenceFix
Rin
Today
merge from ScareCrowDungeonSpawnFix
Rin
Today
merge from RadiationDungeonFix
Rin
Today
cherrypick 168487
Rin
Today
Today
Resave tutorial island scene
Today
Fixed powergrid, steam auth issues Reduce pool sizes on server Disable server save/loading Consolidate all the command line switches Bypass steam auth if a local server (we already gate it so only local ip's can connect)
Today
Merge from main
Today
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Today
merge from /main/cannon_firing_fixes
Today
update from main
Today
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Today
merge from ambientlightlod_pooling_fix
Today
Add local tutorial server folder to ignore Fixed window popping up, now successfully hidden (still triggering windows firewall though)
Today
Fixed crazy formatting in debug.cs
Today
Added debug.printlights command
Today
Fixed AmbientLightLOD turning back on its lights when reused from the pool while culled Was causing a lot of deployable lights to stay lit at any distance after a base streamed back in Standing near a big base with 994 far ambient lights lit (editor): - LightBinningAndShadowPass 1.2ms -> 0.5ms - FindActiveLights 0.28ms -> 0.07ms
Today
Merge from duck_jump_collision_check
Today
Unsaved
Today
Use forcedDuckDelta instead, we odn't need a raycast