126,155 Commits over 4,171 Days - 1.26cph!

8 Days Ago
Fix Radtown sign by manually disabling mipmap streaming.
8 Days Ago
merge from main
8 Days Ago
New: TestInsideTerrain - Burst version - added unit test Tests: ran unit test
8 Days Ago
Properly fix brightness flicker by using a GlobalKeyword instead of a string
8 Days Ago
merge from naval_update/deep_sea
8 Days Ago
merge from naval_update/deep_sea/wipe
8 Days Ago
merge from test_generator_snapping
8 Days Ago
merge from hide_combatlog_network_ids
8 Days Ago
merge from fillmounts_command
8 Days Ago
merge from catapult_adminreload_fix
8 Days Ago
merge from military_tunnels_radiation_consistency_remerged s2p
8 Days Ago
Command to print deep sea content
8 Days Ago
dome monument loot shuffle s2p
8 Days Ago
light house monument pass, very minor loot placement changes
8 Days Ago
UV Fix for spike trap
8 Days Ago
merge from main
8 Days Ago
fixed boat wall.window dimensions, made colliders snug
8 Days Ago
Merge from main and parent
8 Days Ago
Merge from main
8 Days Ago
elite crates have a chance to generate advance blueprint fragment loot lowerd chance of MLRS ammo
8 Days Ago
desc update
8 Days Ago
Removed stairs.wood block from global stair prefab, eliminating double reference (spotted in gibs)
8 Days Ago
hackable crate loot always contains advance blueprint fragments
8 Days Ago
basic and advance loot base setup
8 Days Ago
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
8 Days Ago
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.
8 Days Ago
merge from main
9 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
9 Days Ago
Rock/cliff files.
9 Days Ago
▆▆▉▄▉ ▅▋█▉▌█▄▌ - ▊▇▊▉▆ ▄▄▉█▇▌, ▌▌▇▌▍▅▇ █▅█▊▍, ▉▍▊▋▍▇▊▅▄ ▄▆▊ ▆▅▇▊█▅▉▌, ▍▋▆▋
9 Days Ago
update manifest for projectile error
9 Days Ago
fix HoldTypeAnimationOverride, setup for client testing
9 Days Ago
manually override raid, snow and temperature manually when players are inside the deep sea
9 Days Ago
merge from deep_sea/wipe
9 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
9 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
9 Days Ago
pooled visuals, projectile throwing support, animator fixes, fix entity visual spawning
9 Days Ago
Players in the deep sea when it wipes are all killed by radiation Some cleanup
9 Days Ago
More splat tweaks.
9 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
9 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
9 Days Ago
Progress/backup
9 Days Ago
merge from meta_shift
9 Days Ago
large sail
9 Days Ago
Add cannon admin fire command, fix ballista admin reload using hardcoded ammo types (use available ammo types instead)
9 Days Ago
Add a way to disable rcon in editor prefs (Edit -> Preferences... -> Facepunch -> General)
9 Days Ago
New: AreInsideMesh - burst versions of IsInsideMesh - added unit tests Tests: ran unit tests