127,709 Commits over 4,201 Days - 1.27cph!

1 Year Ago
Update conflicting prefab id on br_sphere prefab Manifest
1 Year Ago
merge from fix_barricade_snapping -> world_update_2
1 Year Ago
Fix socket mods not working after Construction.Placement was refactored from class to struct - showed up as high walls and barricades not snapping
1 Year Ago
Fixed mesh import settings on a bunch of divesite meshes Fixed seaweed decal not rendering (incorrect decal layer)
1 Year Ago
Add new panels that can be parented by community UI - all panels are scaled by uiscale Names - Inventory - Crafting - Contacts - Clans - TechTree - Map
1 Year Ago
Allowed foliage to spawn on cliff topology to fix blank gaps in between cliffs
1 Year Ago
Custom height map colliders for all cliffs (this should fix floating foliage issue)
1 Year Ago
Underwater light extinction fix test
1 Year Ago
merge from main
1 Year Ago
Reimported cliff_tall_d
1 Year Ago
radtown music missing files
1 Year Ago
radtown music
1 Year Ago
junkpile_water and oceanwreckbuoys seaweed dressing
1 Year Ago
Give titles to windows build scripts, so I know what's running Merged ghostanim.mdl and blackout.mdl Instead of doing a hack for Episode 1, just merge all these models from all the half-life 2 games, and including portal 1 Episodic Poison Zombie model with fixed animation events Advisor episodic model hack The models are too different to be merged, so we swap the ep2 one in, on spawn
1 Year Ago
merge from main
1 Year Ago
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1 Year Ago
Optim: Send trees in batches over multiple frames to avoid spike on player connection This is experimental, but it seems stable initially. On 4.5k procgen world from a save it took 90ms(very rough numbers, including client-side spawning overhead) in total to send all trees, but each frame 1 player took on average 0.2ms to gather & send data. Also need to fix a bunch of bugs Tests: Ran craggy in local editor session - no exceptions.
1 Year Ago
waterflow changes - corrected ordering of writing water flow from shorevectors and river tangents - moved generation of WaterFlowMap into PostProcessing and put it all in one place
1 Year Ago
radioactive_water -> world_update_2
1 Year Ago
Water purifier no longer purifies radioactive water
1 Year Ago
Adjusted hill cliffs anchors to fix a gap Pushed all hill cliffs slightly deeper to prevent similar issues
1 Year Ago
Ensure throwing out water forces a rad count on the vessel
1 Year Ago
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1 Year Ago
Fixed corrupted Cliff_tall_d_diff texture
1 Year Ago
Apply Panel:SetHTML/RunJavascript restrictions from main branch
1 Year Ago
sponcoers
1 Year Ago
viewmodel - fixed remaining attachment issues
1 Year Ago
Another attempt to incraese ocean render margin under terrain to prevent shore wetness from being cut off in certain edge cases
1 Year Ago
Allow underwater plants to respond to displacement using Brian's new displacement override. Adjusted displacement planes to see if that has any effect
1 Year Ago
Iterate on covers
1 Year Ago
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1 Year Ago
Added Wooden Shield Textures, Materials, Collider, World Model and View Model FBXs Setup Wooden Shield Basic Prefab, LODS, Colliders, World Models, Folders
1 Year Ago
viewmodel - fixed ironsights being too low
1 Year Ago
Compile fix
1 Year Ago
cherrypicking world_update_2/concrete_barrier_material_fix
1 Year Ago
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1 Year Ago
merge from cuffs_backpack_fix
1 Year Ago
merge from fix_backpack_learnbp
1 Year Ago
renamed controller and anims to meet naming convention
1 Year Ago
network++ save++
1 Year Ago
merge from cave-reverb-fix
1 Year Ago
added hammer anims to controller
1 Year Ago
added viewmodel hammer anims
1 Year Ago
Added larger radius terrain filter to avoid rivers to ice sheets
1 Year Ago
world_update_2 -> radioactive_water
1 Year Ago
Try rolling back changes to `game.CleanUpMap`
1 Year Ago
Added more terrain anchors to rock_formation_a to prevent gaps
1 Year Ago
cave_large_medium terrain check fixes
1 Year Ago
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1 Year Ago
wip fire rate test