134,117 Commits over 4,262 Days - 1.31cph!

3 Months Ago
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3 Months Ago
merge from Puzzle_rooms
3 Months Ago
Added new material and texture for livestock
3 Months Ago
Silo is now T3 red card puzzle monument, spawns advance fragments - added additional 3 elite crates to R.U.S.T nuke room Radtown puzzle room now had military crates s2p
3 Months Ago
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3 Months Ago
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3 Months Ago
Anchor, cannon, plank, sail, steering wheel and small engine can now all be picked up using the hammer during edit mode.;
3 Months Ago
Trim input on crosshair import popup Increase char limit to 50 and change overflow mode
3 Months Ago
merge from main
3 Months Ago
drone camera view can look further down (60->80)
3 Months Ago
Bunch of loading fixes
3 Months Ago
Fixed portal width extending over the terrain margins
3 Months Ago
require drones to be marked hostile for sentry and SAM targetting
3 Months Ago
building plans prop anims edited
3 Months Ago
blueprint fragment backface fix blueprint world model fix (changed to optimized LOD components)
3 Months Ago
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3 Months Ago
merge from supply_drop_fragment_fix
3 Months Ago
fixed basic fragments not spawning in supply drops, Was only spawning during primitive
3 Months Ago
rock variant updates
3 Months Ago
merge from naval_update/deep_sea
3 Months Ago
Merge: from baseplayer_vis_nre - Potential(low chance) bugfix for NRE on spectate end - Breadcrumbs in case it's not fixed Tests: editor and standalone build spectating loop
3 Months Ago
Manifest update, cleanup
3 Months Ago
Clean: remove hacky testing code changes Tests: editor compiles
3 Months Ago
Bugfix: potentially fix BasePlayer Vis NRE - Added extra logs to catch other sources - Refactored code to extract invariant checks Not confident it'll actually solve it, if it does - can remove extra logs Tests: using spec_loop command to force client to quickly spectate-then-stop in a loop. Tried both in editor and standalone builds - no issues(though I couldn't repro it originally this way anyway)
3 Months Ago
merge from naval_update/deep_sea
3 Months Ago
Removed beach entities on tropical1, kept the meshes only for now S2P
3 Months Ago
merge from naval_update/island_scenes
3 Months Ago
Renamed deep sea tutorial island
3 Months Ago
New 50 cal bounds
3 Months Ago
Changing number of threads via convar will properly end the active threads and create new ones, remove unused fields, re-hook loading from save if it exists
3 Months Ago
Disable 50 cal colliders for now Was intersecting with the PT Boat
3 Months Ago
Fix bone name collisions with my crappy year old tool
3 Months Ago
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3 Months Ago
Merge from naval_missions
3 Months Ago
Reapply monument changes
3 Months Ago
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3 Months Ago
tarp fixes and added new variations
3 Months Ago
Further pivot point and spawn point refinements
3 Months Ago
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3 Months Ago
Tropical island1 setup
3 Months Ago
Merge from /main/vm chainsaw update
3 Months Ago
Improvised walkway LOD/COL/Prefab progress
3 Months Ago
Random materials
3 Months Ago
Make an actual item for the 50cal turret rather than using an m249
3 Months Ago
merge tropical1_prefab to deep_sea