125,607 Commits over 4,171 Days - 1.25cph!

47 Minutes Ago
ignore obstacle logic running when the desired pedal is meant to be around 0
50 Minutes Ago
color tweak on floating_walkways_surfaces_a mat
56 Minutes Ago
Force a reverse of at least x seconds
1 Hour Ago
Environment volumes added to supplies barge, falloffs tweaked in farm and supplies. Increased LOD values for floating walkways. New jerrycan coloured variants.
1 Hour Ago
merge from drone_storage_slot
1 Hour Ago
merge from main
1 Hour Ago
material tweaks to piers of floating city to enhance readability, increase algae look
1 Hour Ago
undo typo
1 Hour Ago
added "marked hostile" text to rc fro drone feedback, fixed text not being disabled when drone is destroyed
1 Hour Ago
Make sure cargoship cannot spawn from the deep sea side when trying to find a random point offshore
2 Hours Ago
pass down override item into SetUpThrownWeapon virtual func, fixes casette recorders
2 Hours Ago
handle inter-realm collision properly in EntityCollisionMessage by ignoring it, not converting the entity
3 Hours Ago
Merge from vram_monitoring
3 Hours Ago
Changed the texture.memory_budget_factor convar to texture.memory_vram_factor to prevent old settings being loaded. This was also set to Debug only with no saving, as the memory budget for textures is now fully calculated via code.
3 Hours Ago
fixed normal item drop that had broken in cleanup
3 Hours Ago
merge from naval_update
3 Hours Ago
merge from main
4 Hours Ago
Manifest
4 Hours Ago
Merge from parent
4 Hours Ago
Increased LOD distances of containers and removed final cull. Removed batching from concrete debris to try prevent flickering.
4 Hours Ago
merge from hot_air_balloon_mark_users_hostile
5 Hours Ago
merge from meta_shift
Today
Fixed clutter spawns.
Today
Tropical ground foliage spawntable stuff
Today
Manifest
Today
Clutter debug
Today
Merge from naval_update
Today
Progress.
Today
merge from main
Today
Start and end game phase on the timeline based on when you're in a server or not
Today
Merge from main
Yesterday
Tweaks.
Yesterday
Finalized sans clutter spawns
Yesterday
Collision fixes. Scene stuff.
Yesterday
Maybe more reliable code to prevent items in the general tab from being purchased multiple times
Yesterday
Dressing
2 Days Ago
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2 Days Ago
Merge from blueprint_unlock_fix
2 Days Ago
Fix for workbench tech tree appearing fully unlocked, woops
3 Days Ago
Fix steering and gas pedal hallucinations
3 Days Ago
Start to fix turrets placed outside of a base turning off turrets inside a base - cache turrets within 40m instead of doing a physics query to find all turrets within 40m each time we update interference - rewrite the interference system, getting rid of all the queues - system is no longer recursive since a turret can only overload itself, meaning we never have to recalculate neighbors interference - when a turret turns on, if it would cause a nearby turret to go over the interference limit it instead will overload itself - when a turret turns off, it will check if any nearby turrets that are overloaded can now turn on Now the complex part: which overloaded turret should be turned on first - tried to reactivate overloaded turrets based on the order they were powered on, however this could be abused by stacking 40 turrets in your base (mostly overloaded) and the raiders having to destroy every single turret in the base before theirs would turn on - instead trying to prioritize the overloaded turrets with the least amount of active turrets nearby, assuming that the FOB will have less turrets nearby then the turrets inside the base
3 Days Ago
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3 Days Ago
▄▆▉▋▉▊█▅ ▄▇▆▄▇▉ - ▋ █▇▆ ▊▌▊▉▉ :▋▆▍█:
3 Days Ago
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3 Days Ago
▍▄▋ `▌▋` ▅▊▅▊ ▌▇ ▍▉█▍▍▊▋▉ ▆▄▉▍▇, ▌▇▍▆▅▊▉▊▅ ▅▅▌▍▇▅ ▅▌▅ ▊▄▊▋▆▋▅▇█▉ █▆▆▇. ▅█▄█▅ ▇▄▍ ▇▊▌█▇ ▅▍▇▊ ██▍▍▌▋ ▄▄▆▅▋▅▄ ▅▍▌▌▊▉▆▊▍█▅▊▊▍▍▌, █▍█▄▌▄▋▇▇▆▋▍▇▍▅▇▌, ▆█▍▉▉▉█▄▍▉▄▋▇▆▋▅▆▌▅, ▆▄▆▅▅▉█▇▌▇▇▍▆▌▌▇█▍▆▌█▄▄▌▉▋▉▄▄▍ - ▋▄▅▄▄▋▄▇ ▋▄▄ ▅▊▋▊ ▉▋▍▉ ▌▆▆▄ ▍▋▆ ▄▇▊█▄ █▇ ▌▉▆▌ ▆▋▅▇▅▅▆ ▋▆ █▇▆ ▍▄▉▉▆▊ ▉▄ ▅▆▋ ▊▋▋▇▄▊▌ ▋▅▇ ▊█▅█▉▅▄▌ ▅█▌ ▊▄▊▇█▍▄▅. ▍▆▊▍▄ █▉▇▌ ▅▅█▊▅▍▇▉.
3 Days Ago
merge from main