130,474 Commits over 4,232 Days - 1.28cph!

10 Days Ago
Switch ai.npcBarksEnabled to a replicated var to fix client compile for now.
10 Days Ago
merge from deep_sea
10 Days Ago
Update(editor): SaveViewer - sort aggregates in descending order by default Tests: viewed a save in aggregate mode
10 Days Ago
merge from boat_building
10 Days Ago
Update(editor): SaveViewer - add toggle to aggregate by prefab Tests: inspected aggregated entities from playtest save
10 Days Ago
Floor frame fixes
10 Days Ago
Fix scientists rushing when grenade throw fails
10 Days Ago
Remove the animation on build
10 Days Ago
tweaked guide material settings for enhanced readability of geometric details
10 Days Ago
changed RPG7 name to RPG Launcher in engine file
10 Days Ago
Fixed portal backing colliders being rotated the wrong way, they were not using the portal rotation Renamed some stuff to avoid confusion
10 Days Ago
Eye following view (if you want it)
10 Days Ago
New scientists used to sprint into cover when out of bullets, now they'll slowly walk for 1s before sprinting to give a larger window of opportunity to players
10 Days Ago
Merge from fish_pie_buff
10 Days Ago
Bumped fish pie comfort from 25% to 100%
10 Days Ago
Adjusted tarp alpha cutoff settings to get red of shadow flickering issues
10 Days Ago
Let's not server cull the collision for hull.triangle...
10 Days Ago
Reduce new scientists damage, and remove all voicelines (they won't talk anymore)
10 Days Ago
Test branch for alex
10 Days Ago
Updated HLODs for FC 2,3 and 4
10 Days Ago
persistance++ blueprint wipe
10 Days Ago
removed workbench scrap crafting cost, scrap to be invested stright into unlocks
10 Days Ago
Update(editor): SaveViewer - add a "SyncPos Only" toggle Need it to figure out what caused high counts of syncpos networkables on the server Tests: viewed a save from the playtest
10 Days Ago
Removed 10% tax on WB1 Removed 20% tax on WB2 Common unlock cost: 10 from 20 Uncommon unlock cost: 20 from 75 Rare unlock cost: 40 from 125 Very rare unlock cost: 75 from 500 Values subject to change
10 Days Ago
playables_fixes_2 -> naval_update
10 Days Ago
Fix ArgumentException: The Playable is invalid. It has either been Disposed or was never created happening with BlendOneShotWeights. - Properly nuke the coroutine method - Extra protection in the co-routine itself to stop this from NRE'ing
10 Days Ago
merge from show_toggle_growable_ui
10 Days Ago
Imported and Implemented the loot storage and 50cal turret sounds
10 Days Ago
Merge from better_npc_grenades
10 Days Ago
Remove logs and ddraw, hook to scientist but keep inactive for now
10 Days Ago
cover pass ghost ship
10 Days Ago
Add null protection to all exposed methods referencing the playable controller
10 Days Ago
naval_update -> pt_boat_2
10 Days Ago
Fix pooling issue on sort config panel
10 Days Ago
Merge from hackweek_boxsorting
10 Days Ago
Fix rear turret clipping on the ptboat
10 Days Ago
Added to options UI under Settings / UI / Interaction
10 Days Ago
Compass reference is broken here too for some reason
10 Days Ago
Fix lost compass reference
10 Days Ago
remove semiauto pistol from waterwell vendor jackhammer price increase
10 Days Ago
pt_boat_2 -> naval_update
10 Days Ago
wood armour gloves repose
10 Days Ago
Added showToggleGrowableUI convar. Toggles if the show/hide growable UI option appears when looking at growables.
10 Days Ago
Ensuire AI is saved
10 Days Ago
merge from ui_overhead_optims
10 Days Ago
Cull IO counter canvas by distance
10 Days Ago
naval_update -> pt_boat_2
10 Days Ago
merge from boat_optims
10 Days Ago
Cull all monument RF painting signs by distance S2P both oil rigs and excavator (oil rig will conflict with naval_update, will have to be stomped and redone)
10 Days Ago
Workcart and locomotive cockpit canvases are disabled when the vehicle is off Also culled by distance