147,517 Commits over 4,444 Days - 1.38cph!

Just Now
Minor compile warning fixes
14 Minutes Ago
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15 Minutes Ago
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25 Minutes Ago
Remove root transform name from path to gibs, was unnecessary and caused trip ups
31 Minutes Ago
oxygen_ui_flicker_fix -> main
31 Minutes Ago
Proper fix for dodgy flickering oxygen vitals Caused because we aren't sending as many metabolism updates after the optimizations
32 Minutes Ago
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34 Minutes Ago
merge from main
37 Minutes Ago
pooltable new mesh - texture wip
39 Minutes Ago
Cobalt Statue - New collider for the metal parts
48 Minutes Ago
Fix monument blockers spawning all their gib stages on death
1 Hour Ago
Disable motion blur because it's still a little broken
1 Hour Ago
Add a simple motion blur implementation
1 Hour Ago
merge from bc_better_scaling
1 Hour Ago
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1 Hour Ago
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1 Hour Ago
Fix gibbable paths on vent cage blocker
1 Hour Ago
frontier hazmat warning spam fix
1 Hour Ago
Merge from ssao
1 Hour Ago
Fixed NaN water heights when the map has no land Skip generation and fill with the open ocean defaults instead (happens on a deep sea with no main land spawned)
1 Hour Ago
fixed frontier hazmat skin constraint setup on right side
1 Hour Ago
Added Deep Sea scene, turns the server into a deep sea
1 Hour Ago
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1 Hour Ago
Bugfix(tests): don't try to manage unit test specific PlayerStates, rely on internal static one (sadface) - also fix ServerOcclusionGroup tests not fully cleaning up players There's an architecture barrier that's hard to push through to support multiple PlayerStates, so keep it simple for now Tests: ran a bunch of unit tests, no longer sporadically failing
1 Hour Ago
fixed mesh lod distance causing texture pop in
2 Hours Ago
Disable BRP AO when using RRP Compile errors fixes Move temporal variables to SSAOApply step only Move RenderPassEvent to after motion vectors to fix temporal filtering
2 Hours Ago
setup BC controller bone retargeting on some assets for proper alignment with playermodel states
2 Hours Ago
cleaned up alignment with player states so that we're not using arbitrary axes, relies on proper bone retargeting of the BC controller
2 Hours Ago
Merge from u6fixes
2 Hours Ago
Change default ADS sensitivity multiplier to 0.2
2 Hours Ago
Potential fix for nav error logged during root motion
2 Hours Ago
Use the new UnsafePass API for the motion vector pass
2 Hours Ago
merge from u6fixes
2 Hours Ago
Gamepad works again. More debug updates.
2 Hours Ago
monumment blocker - vent -- merging gib parts back with main mesh
2 Hours Ago
Merge from new_navmesh_fixes, fix wrong marshalling of bool from C++ to csharp, potentially causing navmesh methods to return true instead of false when they fail, fix agent re-warping to the navmesh in worldspace instead of navmesh space after being re-enabled
2 Hours Ago
cobalt mosaic projected decal, material
3 Hours Ago
Make sure C++ returned bool are marshalled correctly to csharp (1 byte to 4byte int), could cause very hard to track issues
3 Hours Ago
More fixes. Some debug commands.
3 Hours Ago
Cobalt Statue - Moved prefab to the structures subfolder
3 Hours Ago
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3 Hours Ago
apartment_complex_core prefab set dressing progress
3 Hours Ago
More fixes to use new input system.
3 Hours Ago
added satellite crate mesh (with lods and gibs mesh)
4 Hours Ago
.meta file
4 Hours Ago
Manifest
4 Hours Ago
merge from friendlist_contextmenu_fix
4 Hours Ago
merge from consoleinput_mask_fix
4 Hours Ago
Fixed console input field text vanishing after pasting a long string, was a TMP bug I didnt port over after the package update
4 Hours Ago
Fix oxygen ui flickering on/off