198,692 Commits over 4,140 Days - 2.00cph!

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10 Years Ago
Automated Windows Build #45
10 Years Ago
bot
10 Years Ago
Automated Windows Build #44
10 Years Ago
Undone
bot
10 Years Ago
Automated Linux Build #43
10 Years Ago
Merged some vpcs, let's see what difference this makes
10 Years Ago
Added a couple more deploy checks to the triangle foundation
bot
10 Years Ago
Automated Windows Build #42
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10 Years Ago
Automated OSX Build #42
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10 Years Ago
Automated Linux Build #42
10 Years Ago
Goddamn Linux
10 Years Ago
Fixed foundation placement exploit Pillars can only be placed in the middle of foundations/floors
10 Years Ago
- Changed main PlayerShipCamera prefab X and Z offsets to -137.5
10 Years Ago
Fixed warehouse monument collider having no valid physic material assigned
10 Years Ago
Procedural components can choose whether or not to run on the client / server Removed a bunch of bushes from the server
10 Years Ago
Merged back to main
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10 Years Ago
Automated Windows Build #41
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10 Years Ago
Automated Windows Build #40
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10 Years Ago
Automated OSX Build #39
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10 Years Ago
Automated Windows Build #39
bot
10 Years Ago
Automated Linux Build #39
10 Years Ago
Fix compile error
10 Years Ago
Disabled lock on window shutters
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10 Years Ago
Automated Windows Build #38
10 Years Ago
* Fixed gravity gun not calling OnFailedPhysGunPickup on any entity * Fixed not being able to grab a Magnusson Device from Jalopy's back * Fixed Japoly's radar and added multiplayer support * Added ismatrix * Entity.RestartGesture() is not serverside only ( It never did anything on client ) * Entity.SetWeaponModel()'s Weapon argument is now optional * Added 2 new parameters for Entity.RestartGesture - autokill = true, addIfMissing = true * Added a bunch new functions for gesture/layered sequence stuff
10 Years Ago
Resource deposits use a salted server seed for unique deposit positions (server.salt convar)
10 Years Ago
Fixed UI sounds not adhering to volume control (mainly pie menu clicks)
10 Years Ago
Fixed animal corpses not giving meat
10 Years Ago
Removed using UnityEditor.iOS.Xcode directive in FixedArray (hi ptrefall)
10 Years Ago
Not used anymore
10 Years Ago
steamworks
10 Years Ago
Increased spawn densities, more sticks should spawn in forests
10 Years Ago
Re-exported Owl character & anim set with updated hierarchy
10 Years Ago
Fixed NRE in DoLandingEffect/DoJumpStartEffect
10 Years Ago
Fixed client worlditem NRE Removed vehicles and horse riding
10 Years Ago
Work on generating good SDF masks!
10 Years Ago
Disabled legacy deploy LOS test (was breaking shelf deployment) Added vehicles and horse riding
10 Years Ago
wood door texture fixes (leftovers in AO map and diffuses)
10 Years Ago
Started collision change Removed old shot selection method
10 Years Ago
10 Years Ago
Should fix "only legs" Should fix not being able to build Fixed supply signal not working (referencing plane by string) Loot tables Removed AK47 Updated phrases
10 Years Ago
Door guides
10 Years Ago
- Deleted old floor_triggered_turret prefab and replaced with Floor_Hatch_Triggered (minus a turret child)
10 Years Ago
adding floor stones to temple court.
10 Years Ago
added temple stones to max, adding to scene
10 Years Ago
Shelves copy pasta
10 Years Ago
Sockets can choose whether or not to be monogamous Entity links are initialized in InitShared and linked in PostInitShared Stability uses stability entity links for robustness and predictability
10 Years Ago
- Removed all turrets from the Factory tileset and updated prefabs
10 Years Ago
removing previous folder
10 Years Ago
moving sheves into the new deployable prefab folder