125,579 Commits over 4,171 Days - 1.25cph!

19 Days Ago
Fluo ceiling light deploy volume tweaks
19 Days Ago
Force disable HLOD while Indirect Instancing is enabled
19 Days Ago
Floating city / casino progress and medical bay dressing progress
19 Days Ago
Static beach parasol prefabs
19 Days Ago
Improvised walkways / merged all floor meshes and setup temporary colliders
19 Days Ago
Disable burst compilation on GenerateSpawnPoints for now, its not used anyway.
19 Days Ago
Lighting DLC - Carpet floorpaper - Material, textures, WIP setup
19 Days Ago
merge from fix_burst_compiler_errors to naval_update
19 Days Ago
Move GenerateSpawnPoints job to its own file.
19 Days Ago
gunshot_network_range_improvements -> main
19 Days Ago
Progress backup More splat files & palette stuff.
19 Days Ago
Can only deploy chandelier on flat surfaces Can't deploy chandelier on the deployed layer
19 Days Ago
Restored bolt and l9 to be 700 meters
19 Days Ago
All weapons can now be heard up to 400 meters away (50~ meters higher than regular network range)
19 Days Ago
merge from vclouds_default_enable
19 Days Ago
menu convar
19 Days Ago
Improve performance of BaseNetworkable::GetConnectionsWithin() by using a spatial grid to reduce the amount of players we need to check - rather than iterating over every player connection
19 Days Ago
Added construction to the table lamp deploy vol layer mask
19 Days Ago
Fixed mannequin loot panel title being "Locker"
19 Days Ago
Dump players going back to main island offset from the main island portal instead of on spawn beach - keep failback to put onto spawn beach incase something happens to the portals
19 Days Ago
merge from decor_lighting_dlc
20 Days Ago
Can't drag and drop items on a backpack equipped to a mannequin
20 Days Ago
merge from vclouds_default_enable
20 Days Ago
merge from deep_sea -> naval_update
20 Days Ago
main -> gunshot_network_range_Improvements
20 Days Ago
rename graphics.vclouds to graphics.volumetric_clouds
20 Days Ago
syncvar_load_fix_2 -> main
20 Days Ago
- Fix bools not being passed from c# to c++ correctly - Add [Out] and [In] annotations where relevant - Expose maxNodes to c#
20 Days Ago
Updating a sync var will invalidate the network cache - makes sense since new joins should be getting the new data, not the old one Boolean to decide if changing that specific syncvar should invalidate the network cache or not Serverside callback when the server syncvar changes
20 Days Ago
ceiling light fixes - reconfigured fluorescent ceiling light joints to rest properly at all orientations - don't force moving body back to init state when resting, it looks bad on anything but flat surfaces - fixed pooled ceiling lights not resetting state correctly
20 Days Ago
merge from deep_sea/portals -> deep_sea
20 Days Ago
Removed the chair model from beanbag prefabs Increase max mount distance
20 Days Ago
Moved "mountedAnimationSpeed" field up from BaseVehicleSeat to BaseMountable, so we can use it on chairs Set the bean bags anim speed to 1
20 Days Ago
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20 Days Ago
set pose to loop
20 Days Ago
Larger prevent building volume for the mannequin, so we cant deploy stuff on its head
20 Days Ago
syncvar_loading_fix -> main
20 Days Ago
Spas12 weapon anim updates
20 Days Ago
Merge from /indirect_instancing
20 Days Ago
Rebase on /main
20 Days Ago
Remove unused compute shader from indirect instancing
20 Days Ago
burstcloth sims for small time period after pose/clothing changes to mannequin so it can come to natural rest but not always simulate
20 Days Ago
- added beanbag sit mountpose enum - added player sitting pose - updated player animator - set fabric and leather beanbag deployables to use pose - removed mount position offsets
20 Days Ago
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20 Days Ago
merge /main/glass_fix_resourcerefs to main
20 Days Ago
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20 Days Ago
Stop syncvar autoload only running on the client
20 Days Ago
update from main
20 Days Ago
Ensure the deferred indirect lighting active property flag gets set in builds