192,970 Commits over 4,049 Days - 1.99cph!

7 Months Ago
3p entity updates, added anim event and effects
7 Months Ago
Fixed broken coastal rock prefab links
7 Months Ago
Improved particle properties panel https://files.facepunch.com/rubat/2024/September17-559-BestAnt.png Improve tools scrollbar styling
7 Months Ago
drop w component on shore vectors, nothing reads it and we have terrain topology to get the samee information
7 Months Ago
merge from world_update_2
7 Months Ago
network++ save++
7 Months Ago
Swapped radioactive water icon Added generalised Radioactive flag to item Flag is set true/false by static general radioactivity Flag is also set true/false by the new item container (that supports rads)
7 Months Ago
network++ save++
7 Months Ago
merge from world_update_2
7 Months Ago
merge from HighCaliberRevolver
7 Months Ago
Added hide_server cvar, sv_lan 1 will hide the server too Load particle editor first in -tools mode Fixed non left clicks in particle previews breaking the controls Prevent errors about missing materials in particle editor
7 Months Ago
Play some rad noises at appropriate levels for a few seconds should the player be inflicted with rads through poisoning rather than exposure
7 Months Ago
Shield Texture pass and material changes
7 Months Ago
Remove spam
7 Months Ago
Merge from water_visibility_grid - provides 2D grid for early exit on most WaterCollision.GetIgnore checks - dynamic water visibility volumes are brute-force checked, but there are an extremely small number of instances
7 Months Ago
Increase scatter spread
7 Months Ago
Dart prefab rotation fixes
7 Months Ago
close profiler sample region properly on early exit
7 Months Ago
Update: Bringing back Item pooling - Added a couple extra fields that were missed Still need to reproduce the NRE we encountered earlier. Tests: built all modes in editor. Spawned an AK, put an ext-mag on it, threw away to despawn, spawned a new one - didn't have attachments
7 Months Ago
Merge from world_update_2
7 Months Ago
Updating EAC setup / launcher
7 Months Ago
Added frontier hazmat_hitboxSystem to BurstClothTestbed scene Added mocap sample clips Improved hierarchy of cinematic prefab for Paddy
7 Months Ago
Reduced oasis target count from 3 to 2 to leave more space for giant excavator
7 Months Ago
Improved PlaceCliffsUniform randomization
7 Months Ago
Fixed river / ocean transition terrain issues
7 Months Ago
Merge from world_update_2
7 Months Ago
Final'ish - pending IK fix script.
7 Months Ago
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7 Months Ago
Fixed not being able to mount or unmount submarine at dive site D (incorrect trigger layer)
7 Months Ago
Reduce wood pile density by 40%
7 Months Ago
3rd person motion fixes, part 14
7 Months Ago
Reduce reload time
7 Months Ago
Merge: from main Tests: default editor build
7 Months Ago
rotated dart fbx to face positive z and re-exported, added dart to .viewmodel prefab
7 Months Ago
Clean: removing obsolete methods from Pool Tests: built all modes in editor
7 Months Ago
Cancel any active gesture immediately on death
7 Months Ago
shield prefab and adjusted metal value of texture
7 Months Ago
TerrainTopologyMap.GetTopology fix when getting topology in radius
7 Months Ago
Merge: from main Tests: editor build
7 Months Ago
Manifest
7 Months Ago
Merge: from itemcontainer_pooling Tests: built all modes in editor, booted craggy - no asserts, loaded a save on procgen - no asserts.
7 Months Ago
Scatter dart initial/placeholder setup
7 Months Ago
merge from world_update_2
7 Months Ago
Merge: from main Tests: editor compiled
7 Months Ago
Update: Assertions to catch leaking ItemContainer on init - Removed lazy cleanup on init - due to Load-Init flow it's dead code - Removed a redundant ItemContainer.Clear call Tests: Booted Craggy - no asserts. Booted a save game from a proc map - no asserts.
7 Months Ago
Backups; pose collection, cine prefab variants
7 Months Ago
merge from world_update_2
7 Months Ago
Clean: removing redundant ItemContainer.Kill calls - Removed a comment since it became obsolete Returning to Pool will "Kill" them. Tests: None, trivial changes
7 Months Ago
merge from main
7 Months Ago
Restrict storage barrel being able to be placed deep inside the world layer