141,346 Commits over 4,505 Days - 1.31cph!

11 Minutes Ago
Launchsite / made the rocket factory ledge taller
26 Minutes Ago
Merge from modular_car_handling_improvements
38 Minutes Ago
merged flashlight refresh
38 Minutes Ago
More tweaks
42 Minutes Ago
Fix low res navmesh on ghost ships
57 Minutes Ago
Reduce the size of the main cabin collider so it doesn't block shots through the newly exposed gaps when panels come off
1 Hour Ago
- updated turn on/off viewmodel anims - set up events for switch sounds in 1p and 3p - edited current 1p and 3p deploy sounds to fit new anims
1 Hour Ago
Codegen
1 Hour Ago
- Setup new Toggleable light weapon as a base type to cleanup the flashlight code - Prevent having to do two get components everytime TurnOffAllLights() is ran - Remove the hack in TipFlashlight
1 Hour Ago
Glass AR - worldmodel texture update and resize, removed unused textures
1 Hour Ago
Setup collider/visual toggle groups. Added "Col" to collider group names so they're unique in inspector lists.
1 Hour Ago
basic rabbit setup, renamed all animation files for consistent prefix and lowercase
1 Hour Ago
Attack heli specific code from earlier
1 Hour Ago
radwater_buff_2 -> main
1 Hour Ago
Buff radwater so it does significant damage to full kits Implement new scaling system that reduces rad amounts via sacled protection rather than straight values - used with only sprinklers + rad water
1 Hour Ago
Remove the duplicate client colliders for front panel
1 Hour Ago
Merge from main
1 Hour Ago
HealthThresholdToggle list support
2 Hours Ago
merge from analytics_wm_tris
2 Hours Ago
Add worldmodel tri count for LOD0 meshes as field in item definition dump
2 Hours Ago
session_modal_overflow_fix -> main
2 Hours Ago
Fix description scroll not working Clamp some flex elements so the connect modal cant overspill anymore and stretch itself so much that you cant see disconnect
2 Hours Ago
same as attack heli - setup hab armour colliders properly for both client+server so they can be removed properly added collision mesh for the frame updted prefab
2 Hours Ago
First pass boiler room (random room) shell
3 Hours Ago
Cargo ship no longer despawns its crates on server restart / does more loot cycles but randomly starts leaving inbetween - whole event should now saveload correctly - Saves the loot rounds that have passed, re-schedules the remaining correctly - Saves available spawn point indices so crates don't spawn on top of each other
3 Hours Ago
Fix old ais fleeing when player jumps
3 Hours Ago
HQM prefabs
3 Hours Ago
give this a try cause why not
3 Hours Ago
HQM ore texture and HQM collectible art
3 Hours Ago
made chanegs to the attack heli colliders left, front and right panels so tht they can be toggled off when removed.
4 Hours Ago
merge from main -> fix_hotbar_swap_overstack
4 Hours Ago
merge from comfort_fixes
4 Hours Ago
Bear rug: 100% comfort within 2m of the comfort trigger spheres. Gradual falloff until 3m. Rug: 100% comfort within 1m of the comfort trigger spheres. Gradual falloff until 2m. Previous fixes would have meant these deployables would have only given a solo player 25% comfort. Boosted values to not destroy years long gameplay behaviour
4 Hours Ago
Update: add DynamicFullscreenSprite and DynamicGallerySprite to shadow respective fields on UI_StoreItemOverlayPage - updated StoreBundleTool to also inspect private fields marked with SerializeField - updated PageElementDrawer to render DynamicRef fields (and fix layout issues) - ran UpdateDynRefs Tests: inspected serialized prefabs
4 Hours Ago
merge from main (conflicts resolved)
4 Hours Ago
camera, obsidian knife, vampire stake texture reduction among others 11 maps 2048 -> 1024, vram 24.8MB -> 6.2MB
4 Hours Ago
Changed functionality of flashlight to be like the torch, now r/click to turn on/off (press f removed) - New flashlightWeapon.cs - Updated animator with new states (viewmodel wants_on/is_on/ignite/extinguish/lit_idle) - Added 1st pass anims (wip) - setup different admires based on state - 3p setup - updated 3p states, new child controller & anim for turning on/off - Tool tip updated to reflect changes = BasePlayer-Server.cs (extinguish on sleep/disconnect) - RpcCalls.cs (dispatch table for Ignite/Extinguish)
4 Hours Ago
Merge from main
5 Hours Ago
merge from more_cliff_fixes
5 Hours Ago
Merge from main
5 Hours Ago
Add HealthThresholdToggle
5 Hours Ago
set gib models to read/write enabled
5 Hours Ago
removed blocker assets from branch & split up train tunnel parts
5 Hours Ago
merge from demo_ui_2
6 Hours Ago
Update: Add DynamicPagePrefab to "shadow" PagePrefab field on ItemStoreTakeover - added default picker rendering to DynamicResourceRefDrawer - ran StoreBundleTool to auto-assign DynamicPagePrefab Tests: inspected the prefab changes
6 Hours Ago
Compile fix
6 Hours Ago
Remove debug logs, slight cleanup + formatting
6 Hours Ago
weapon + tool texture further reduction pass where applicable 45 ao maps 1024/2048 -> 512, reduced m15 worldmodel bc/nrm/sg 2048 -> 1024 (almost no visual difference for 3rd person) vram 44.1mb -> 11.8mb
6 Hours Ago
Hackable crate flag / visual fixes Skip puzzlereset alerts when force resetting after restart
Today
First lot of feedback applied - Decreased body roll - Stopped cars from spinning out, can now handle drifting at higher speeds (cant have both atm) - Smoothed out steering again, was aggressive on roads