161,282 Commits over 4,597 Days - 1.46cph!

1 Year Ago
Jackhammer animation updates
1 Year Ago
RPG7 - Weapon rack position fixes
1 Year Ago
Shorts repose/lods
1 Year Ago
Fixed censorship not working on female torso
1 Year Ago
Fix lighting on render scene
1 Year Ago
Merge from parent
1 Year Ago
Cassette recorder animation updates
1 Year Ago
updated minifridge box collider
1 Year Ago
Fixed GPU instancing for mesh-based particle systems that have it enabled
1 Year Ago
Updated storage adaptor volumes, now able to place on top of mini fridge under half height
1 Year Ago
Radtown puzzle door fix Radtown bridge missing mat fix, maybe
1 Year Ago
minifridge techtree unlocking
1 Year Ago
merge from diving_goggles_fix
1 Year Ago
reduced texture sizes of minifridge textures changed texture import settings to reduce emissive bleeding
1 Year Ago
Merge from main
1 Year Ago
Remove GIbbable components from immortal NPC vending machines Seems to cause some issue when loading a save in client+server mode
1 Year Ago
Merge from minifridge
1 Year Ago
Setup mini fridge softcore corpse
1 Year Ago
merge from fix_has_respawn_options -> main
1 Year Ago
scientist_boat_ai_improvements_3 -> naval_update
1 Year Ago
Fixed the AI Boat triggers on the oilrigs. S2P
1 Year Ago
Converted Minifridge to MeshLOD, match fridge LOD range
1 Year Ago
Plastic missed a file
1 Year Ago
Fix checking for sleeping bags instead of checking respawn options in PlayerInit() - was still spawning player on death screen on fresh wipe because it was checking for 0 sleeping bags which would return the mission locked outpost respawn point
1 Year Ago
Merge from main
1 Year Ago
Remove debug logs, fix signals not being broadcast the correct way for firing/lighting the fuse, add smoke/trail to cannonball.
1 Year Ago
Merge from island_scenes
1 Year Ago
Fixed the AI boat triggers on the islands as well, S2P everything
1 Year Ago
Merge from parent
1 Year Ago
Merge from floating_cities
1 Year Ago
Fixed death screen fade not working correctly in deep sea
1 Year Ago
Merge from naval_update/floating_cities
1 Year Ago
Fix boat avoid triggers on floating cities not marked as triggers, causing players to get yeeted out of every floating city at high speed Added DynamicSafeZoneArea to floating cities, triggers the hostile top right warning indicator when close to the floating city
1 Year Ago
Merge from parent
1 Year Ago
Show a right click context option to add the selected item to the current tech tree graph
1 Year Ago
Merge from rpg_skin
1 Year Ago
Fixed death screen not showing rocket icons from the RPG skin
1 Year Ago
Update TerrainCopyPaste to generate undo snapshots before pasting
1 Year Ago
Merge from main
1 Year Ago
Fixed tech tree editor window populate buttons not working
1 Year Ago
Merge: from baseplayer_serverupdateparallel - Optim for OcclusionV2 - remove extra hash lookup in a busy loop Tests: with UsePlayerUpdateJobs 2 - toggled invis in close proximity and far away, suicided away from spawn and flew back, teleported around
1 Year Ago
Merge from fix_use_bundles
1 Year Ago
Optim: OcclusionV2 - skip resetting lastPlayerVisibility every frame Turns out didn't need to make the other half of changes Tests: used invis close and far away
1 Year Ago
Update: UseOcclusionV2 - simplify toggling invis - when enabling invis, notify occlusion tracking that we destroyed entity on subscriber's end - when disabling invis, skip sending snapshots - occlusion will handle it Halfway to remove the constant hashSet.Remove calls in GatherPairs loop Tests: UsePlayerUpdateJobs 2, toggled invis in front of player. went invis, flew outside network range, flew back, disabled invis - spawned correctly.
1 Year Ago
Fix compile error
1 Year Ago
merge from fix_dynamic_occlusion_pooling -> main
1 Year Ago
Fix pooling issue with dynamic occlusion pausing - was assuming the entity wasn't parented by default, so dynamic = false by default - however wasn't resetting the bool in ResetState() causing pooling errors - even if it was, the old code was updating batching + occlusion every time the parent changed so we want to follow suit
1 Year Ago
Deep sea: - Removed the rad volume on the exit side of the deep sea - Rad volumes are now server only - Portal backing colliders are now parented to portals, that way they're deleted when we destroy the portals - Code cleanup
1 Year Ago
Balloon stuff WIP/backup
1 Year Ago
Show CPU time vs total warmup time when logging time taken to warmup steam item definitions - only shown in editor - the numbers were correct, it's actually really slow to warmup steam items on main thread