161,605 Commits over 4,597 Days - 1.46cph!

2 Days Ago
Removed reference to deplkoyable corpses from softcore Information panel since it was removed
2 Days Ago
Changed train track procgen material to be opaque to get more UV space out of the gravel part (don't need visual blend on the gravel skirt now as it should always be well under terrain)
2 Days Ago
Fixed the new DistanceFlareRenderer converting already linear space HDR as if it was Gamma. Fixes blown out distance flares.
2 Days Ago
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2 Days Ago
Update: replicate AssetSceneManifest from current asset scene states when building ContentDir Temp version to avoid constant asset scene rebuilds while iterating Tests: none
2 Days Ago
Update(editor): expose "Use ContentDir" toggle Tests: toggled on/off, used the path override
2 Days Ago
Update: pipe AssetSceneManager's scene un-/load requests back to FileSystem Allows ContentDir to load via LoadableSceneId Tests: none
2 Days Ago
Merge from main. Conflicts on train tunnel double switch and single corner, accepted main version so needs redoing locally with any changes
2 Days Ago
Bugfix(editor): update unity version check for 6.7 Tests: script recompile - no more errors
2 Days Ago
Update: separate out AssetScene logic from AssetBundleBackend - plug it into ContentDirBackend as well Simplifies integration into ContentDirBackend Tests: none
2 Days Ago
merge from main
2 Days Ago
merge from main
2 Days Ago
Fix PT Boat Turret viewmodels not showing empty magazines when totally empty
2 Days Ago
Train tracks - added bottom faces to procgen rails LOD0. Added deeper gravel skirt to all LODs to improve embedding in terrain.
2 Days Ago
experiment with ui to show everything you can craft with a specific item (mostly to save new players having to look it up) https://files.facepunch.com/adam-k/crafting_recipe_ui.mp4
2 Days Ago
fix rockets hitting large seagull group collider fix gulls disappearing when they cant find a landing spot
2 Days Ago
Regenerate settings preset defaults, fixes various outdated convars and max shadow quality being the default
2 Days Ago
Fix an unlocked locked crate showing the wrong time on the laptop screen after a restart
2 Days Ago
Clean up debug options and convars, improve foliage shadow block culling, reduce cell padding
2 Days Ago
Clean up DrawDecals() a bit
2 Days Ago
Clean up DrawDecals
2 Days Ago
Disable RRP for twitchrenderer tool
2 Days Ago
Don't run decal pass when there are no decals.
2 Days Ago
Info and net panels only slide out when their button is clicked, not when F1 opens or you switch back to the console
2 Days Ago
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Remove requirement to hold firemode button to change stock, now a single press
2 Days Ago
Minor UI adjustments
2 Days Ago
Fix skins not applying on thrown weapons whilst in flight Fix workshop skins still being applied if the skin application was reset during an in progress skin load
2 Days Ago
Merge from main
2 Days Ago
Player/horse modifier pooling. Bunch of related fixes.
2 Days Ago
Missed lake blend texture
2 Days Ago
Merge from gamepad_focus_nre
2 Days Ago
Merge from main
2 Days Ago
Control focus NRE fix
2 Days Ago
Increased radius of Lake C slightly to include blends and terrain splat/sculpt. Regenerated terrain anchors with new blend based script. Slightly gentler tolerances now.
2 Days Ago
Merge from main
3 Days Ago
Reduced blend and increased radius of Oasis B slightly so that they marry up better. Regenerated terrain anchors with new blend-based script, should be better in super hilly spots now. S2P.
3 Days Ago
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3 Days Ago
Merge from main
3 Days Ago
BaseProjectiles will now always reset the hold type (and trigger the deploy animation) in third person when equipped, even if the player already had a matching weapon with the same animations equipped Fixes the reload continuing in third person when switching between identical guns
3 Days Ago
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3 Days Ago
Reworked sprint metabolism system (for next wipe, todays wipe is just the flat 10% penalty) Increased sprintmetabolismscale to 1.3 (30%) Scale is now decided by a new stat on armour - Sprint Effort Added Sprint Effort to the more effective armour items - Roadsign, Heavy plate, ballistic WIP values for now: Metal facemask + chest plate + roadsign kilt + roadsign gloves = 100% Heavy Plate set = 100% Ballistic set (helmet + vest + legs) = 75% Wood set = 40% Naked, burlap or cloth basics = no penalty at all
3 Days Ago
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3 Days Ago
Fixed Tomaha snowmobile throwing an Unsupported Type error when geetting prepared
3 Days Ago
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3 Days Ago
Testing out converting our voice and radio streaming process to use Unity's new IAudioGenerator interface, performance seems underwhelming (our existing implementations are pretty fast) Just parking on a branch for posterity