131,111 Commits over 4,232 Days - 1.29cph!

57 Days Ago
Include a version number (4 bits) to make future crosshair code changes easier and allow us to keep compatibility with old codes Switch to base 62 to ensure only alphanumeric characters are used
57 Days Ago
ignore obstacle logic running when the desired pedal is meant to be around 0
57 Days Ago
color tweak on floating_walkways_surfaces_a mat
57 Days Ago
Force a reverse of at least x seconds
57 Days Ago
Environment volumes added to supplies barge, falloffs tweaked in farm and supplies. Increased LOD values for floating walkways. New jerrycan coloured variants.
57 Days Ago
merge from drone_storage_slot
57 Days Ago
merge from main
57 Days Ago
material tweaks to piers of floating city to enhance readability, increase algae look
57 Days Ago
undo typo
57 Days Ago
added "marked hostile" text to rc fro drone feedback, fixed text not being disabled when drone is destroyed
57 Days Ago
Make sure cargoship cannot spawn from the deep sea side when trying to find a random point offshore
57 Days Ago
pass down override item into SetUpThrownWeapon virtual func, fixes casette recorders
57 Days Ago
handle inter-realm collision properly in EntityCollisionMessage by ignoring it, not converting the entity
57 Days Ago
Merge from vram_monitoring
57 Days 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.
57 Days Ago
fixed normal item drop that had broken in cleanup
58 Days Ago
merge from naval_update
58 Days Ago
merge from main
58 Days Ago
Manifest
58 Days Ago
Merge from parent
58 Days Ago
Increased LOD distances of containers and removed final cull. Removed batching from concrete debris to try prevent flickering.
58 Days Ago
merge from hot_air_balloon_mark_users_hostile
58 Days Ago
merge from meta_shift
58 Days Ago
Fixed clutter spawns.
58 Days Ago
Tropical ground foliage spawntable stuff
58 Days Ago
Manifest
58 Days Ago
Clutter debug
58 Days Ago
Merge from naval_update
58 Days Ago
Progress.
58 Days Ago
merge from main
58 Days Ago
Start and end game phase on the timeline based on when you're in a server or not
58 Days Ago
Merge from main
59 Days Ago
Tweaks.
59 Days Ago
Finalized sans clutter spawns
59 Days Ago
Collision fixes. Scene stuff.
59 Days Ago
Maybe more reliable code to prevent items in the general tab from being purchased multiple times
59 Days Ago
Dressing
59 Days Ago
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60 Days Ago
Merge from blueprint_unlock_fix
60 Days Ago
Fix for workbench tech tree appearing fully unlocked, woops
60 Days Ago
Fix steering and gas pedal hallucinations
60 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
2 Months Ago
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2 Months Ago
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