140,659 Commits over 4,352 Days - 1.35cph!

2 Years Ago
Running all speed tree animation off of one clock with various sub-element oscilations now calculated in shader, to make support for motion vectors easier. More work needed to see if this isn't duplicating effort.
2 Years Ago
Fixed Fluid Switch Pump being unwirable
2 Years Ago
Screen content iteration. Oscilloscope.
2 Years Ago
Fixed incorrect terrain height in harbor 1
2 Years Ago
Reserialized materials
2 Years Ago
Re-add text null check
2 Years Ago
Subtract broken prefab
2 Years Ago
Re-enable tooltip text for single vendor names
2 Years Ago
Replaced old cranes in harbor_2 Replaced old portacabin meshes in both harbors Added doors to all portacabins in harbor_2 Fixed missing ladder trigger in harbor_2 Moved one of the light switches to the rooftop in harbor_1
2 Years Ago
Updated stationary scientist AI design. Switch scientists to stationary AI design instead of immediately killing them if the Bradley gets destroyed.
2 Years Ago
Fix nexus map not appearing until you close and reopen it
2 Years Ago
player update. p17, glock and m92 pistols entities and override controllers updated to use new pistol anim set
2 Years Ago
Change the zone details on nexus map to use flex layout Use a separate prefab for the zone labels on the details panel vs. the map markers
2 Years Ago
Merge from main -> 2022_3_20f1
2 Years Ago
Stationary design update
2 Years Ago
Added support for LOD cross fade
2 Years Ago
Added a stationary AI design and fille. Updated Bradley scientist prefabs to reference it as an additional design.
2 Years Ago
Fixed a bunch of naming inconsistencies across IO entity handles (e.g 'Power' instead of 'Power In')
2 Years Ago
moved screen back more
2 Years Ago
screen placement position move
2 Years Ago
Fix right clicking attachments going onto held gun instead of into open backpack
2 Years Ago
Hovering over a vending machine now shows the names of the machines (as it used to)
2 Years Ago
Vendor UI now closes automatically when map is closed.
2 Years Ago
Harbor_1 / moved broken loot spawnpoints to the new island Scene2prefab
2 Years Ago
disabled snow effects on train tracks as it doesn't play well with biome tint and procedural railroad connections
2 Years Ago
Hide Poncho models/ materials/ prefabs
2 Years Ago
Reposed Burlap Gloves to match updated player rig
2 Years Ago
S2P all
2 Years Ago
Fixed door controller swapped input positions: passthrough back on top and power in on the bottom
2 Years Ago
Added snow setup to roads prefabs
2 Years Ago
Compile fixes
2 Years Ago
First pass of fixes
2 Years Ago
assigned minigunammobelt material to the ammobelt on minigun viewmodel prefab
2 Years Ago
Added snow material setup to compatible structures prefabs
2 Years Ago
Moved some mesh decals from Structures to Mesh Decals
2 Years Ago
Added snow material setup to static vehicles
2 Years Ago
- Fixed bunny hat view - Fixed egg suit view - Fixed forceCamUpPivot option not functioning
2 Years Ago
Motorbike now balanced for lean, unlike Modern Warfare 2
2 Years Ago
Improved how we determine the best snap position to fix a bunch of clunky placement issues
2 Years Ago
Bike mid-air throttle/brake based rotation control
2 Years Ago
Don't stabilise pitch as much
2 Years Ago
Sidecar bike work
2 Years Ago
Change a bunch of stuff to use phrase instances instead of string tokens (including the planner) Mark the methods/fields for using string tokens as obsolete
2 Years Ago
Fix clicking on popup closing it
2 Years Ago
Add nexus map to the connect screen, make it look nicer when loading in https://files.facepunch.com/Rohan/2024/March/21_20-18-DeficientThrasher.mp4
2 Years Ago
Fixed easter egg hunt missing phrases
2 Years Ago
progress
2 Years Ago
Multiple harbor_1 bugfixes Added more zipline points to make it easier to access the cargoship from the rooftop Slightly expanded dock grounds to make it easier to access side doors from the island Scene2prefab
2 Years Ago
Increase default value of budget_panel_height to 800 Fixed PhysicsObject:GetFrictionSnapshot only returning 1 entry Update trace commands mask, to hit more entities Autorefresh: just watch everything in the gamemodes/ folder Certain gamemodes (NutScript) have scripts outside of the main gamemode/ folder and the entities/ folder.
2 Years Ago
phrases