125,563 Commits over 4,171 Days - 1.25cph!

Yesterday
Compile fixes
Yesterday
New wait state MAX/MIN times to be in wander and wait Move between wandering and waiting if you've been stuck in a state too long
Yesterday
fixed undefined surface type of corrugated sheets prefabs as well as an incorrect box collider
Yesterday
naval_update -> scientist_boat_ai
Yesterday
Add another pref for disabling the companion server
Yesterday
Lower yaw/pitch clamps on the cannon
Yesterday
Fix Radtown sign by manually disabling mipmap streaming.
Yesterday
merge from main
Yesterday
New: TestInsideTerrain - Burst version - added unit test Tests: ran unit test
Yesterday
Properly fix brightness flicker by using a GlobalKeyword instead of a string
Yesterday
merge from naval_update/deep_sea
Yesterday
merge from naval_update/deep_sea/wipe
Yesterday
merge from test_generator_snapping
Yesterday
merge from hide_combatlog_network_ids
Yesterday
merge from fillmounts_command
Yesterday
merge from catapult_adminreload_fix
Yesterday
merge from military_tunnels_radiation_consistency_remerged s2p
Yesterday
Command to print deep sea content
Yesterday
dome monument loot shuffle s2p
Yesterday
light house monument pass, very minor loot placement changes
Yesterday
UV Fix for spike trap
Yesterday
merge from main
Yesterday
fixed boat wall.window dimensions, made colliders snug
Yesterday
Merge from main and parent
Yesterday
Merge from main
Yesterday
elite crates have a chance to generate advance blueprint fragment loot lowerd chance of MLRS ammo
Yesterday
desc update
Yesterday
Removed stairs.wood block from global stair prefab, eliminating double reference (spotted in gibs)
Yesterday
hackable crate loot always contains advance blueprint fragments
Yesterday
basic and advance loot base setup
Yesterday
Workbench tier 2 and 3 now require 5 blueprint fragments - numbers subject to change - Workbench T2 - 5 basic blueprint fragments - Workbench T3 - 5 Advance blueprint fragments
Yesterday
Added basic and advance blueprint fragments - Damaged diagrams containing partial information to constuct a Tier 2 Workbench for advanced crafting. Several fragments are needed. - Precision schematics with complex information, multiple fragments are necessary for crafting a Tier 3 Workbench.
Yesterday
merge from main
2 Days Ago
More progress on choice of mission rewards - Rudimentary UI for previewing and selecting rewards in mission screen - More work on mission editor inspector nicely working with new rewards data
2 Days Ago
Rock/cliff files.
2 Days Ago
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2 Days Ago
update manifest for projectile error
2 Days Ago
fix HoldTypeAnimationOverride, setup for client testing
2 Days Ago
manually override raid, snow and temperature manually when players are inside the deep sea
2 Days Ago
merge from deep_sea/wipe
2 Days Ago
Fix static mode always visible ignoring client.crosshair Fix settings preview crosshair updating dynamically Add tooltip mention that spacing doesn't do anything in dynamic mode
2 Days Ago
Add separate set of sliders for chance of each weather preset inside the deep sea - only clear weather allowed: no fog, rain or storms (since that indicates the deep sea is wiping soon) - only modify the visual weather effects on the client, don't mess with the ocean simulation yet
2 Days Ago
pooled visuals, projectile throwing support, animator fixes, fix entity visual spawning
2 Days Ago
Players in the deep sea when it wipes are all killed by radiation Some cleanup
2 Days Ago
More splat tweaks.
2 Days Ago
Hook up all the convars so far to the options menu Switch to colour dropdowns for the colour settings Set/fix all phrases correctly with the new system, adhering to convention Move main crosshair enable/disable toggle into the new section Simplify / rename a few crosshair variables, add one more color option
2 Days Ago
Optim: ServerOcclusion - convert OcclusionIncludeRocks part of narrow phase to Burst Total generation time went from 240s -> 130s. There's still 80s worth of TestInsideTerrain to rewrite Tests: regenerated and visualzied in editor