192,957 Commits over 4,049 Days - 1.99cph!

7 Months Ago
Merge from main
7 Months Ago
Show active dart modifier effects. Separate tea/dart effect displays.
7 Months Ago
merge from world_update_2
7 Months Ago
merge from main
7 Months Ago
Merge: from main/item_pooling This fixers the NRE on server tick (and blocker for joining). Tests: loaded a save that consistently produced NREs - not anymore
7 Months Ago
Bugfix: disabling Item pooling This causes issues on the server which prevents playing. Tests: loaded a save that consistently produced exceptions - not anymore.
7 Months Ago
merge from world_update_2
7 Months Ago
Merge: from main Tests: none
7 Months Ago
increase wood yeild from driftwood - someone may harvest them now
7 Months Ago
stricter log pile spawn rules
7 Months Ago
Merge from world_update_2
7 Months Ago
Merge from world_update_2/merge_main (this brings this branch up to date with main)
7 Months Ago
Backups
7 Months Ago
Merge from parent
7 Months Ago
Merge from main
7 Months Ago
Tag hill cliffs as AllowBarricadePlacement
7 Months Ago
Del duplicated assets (ammunition_test models + shotgun powdery muzzle flash 'iteratecopy')
7 Months Ago
Prefab backup
7 Months Ago
Parent merge
7 Months Ago
Merge from world_update_2
7 Months Ago
Unsaved
7 Months Ago
Allow debug.ent_find_radius to work in live gameplay (was just demos)
7 Months Ago
Merge from world_update_2
7 Months Ago
Fixed NRE when looking at water if radiation water map doesn't exist
7 Months Ago
Fixed water well food cache and npc spawner marked as Client Cull while breaks spawning when used in MonumentIsland S2P affected water wells
7 Months Ago
Merge from media_projects/frontiersman_media
7 Months Ago
Parent merge
7 Months Ago
Parent merge
7 Months Ago
Merge from world_update_2
7 Months Ago
Update the liquid push targets if we encounter a push target that is no longer valid while moving water around
7 Months Ago
FIxed spawn point gizmos showing a secondary, incorrect cyan circle
7 Months Ago
Added more crate spawn points and standardised all of the dive sites to spawn the same amount of crates
7 Months Ago
Add shark spawner to the spawn groups list on new divesites so it won't retire until the shark is killed (matching behaviour of old dive sites)
7 Months Ago
Added a UseCurve option to GameObjectToggleState and an accompanying curve, if the curve value is greater than 0 it will be considered on Allows us to toggle an object on and off multiple times in a single state
7 Months Ago
fix viewmodel anim sounds not playiing during ADS
7 Months Ago
Missing files
7 Months Ago
Tweaked rock formaton huge materials Revamped coastal_rock_large_a Added more large coastal rock prefabs Tweaked coastal rock large density settings in world setup Tweaked cliff_jutting_d
7 Months Ago
Added burst cloth to tassels on blunderbuss viewmodel - rig updated and also needed a fresh anim export due to hierarchy changes
7 Months Ago
manually merged new plane and foliage in to divesite_d prefab, removed temp prefab
7 Months Ago
new divesite plane, scene dressed, added to scene/prefab. saved divesite_d_temp prefab so i can manually merge
7 Months Ago
merge fix_train_tunnel_rain -> main
7 Months Ago
world_update_2 -> Aux2
7 Months Ago
Ensured large coastal rocks don't spawn on 'monument' marked topology
7 Months Ago
Fix using wrong GetHeight() overload
7 Months Ago
Fix rain getting players wet when they are inside train tunnels - extend the top position of the sky check to 1m above terrain if the players is >100m below terrain - this prevents the raycast from starting under the terrain and going through the top of a tunnel mesh
7 Months Ago
7 Months Ago
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