193,102 Commits over 4,049 Days - 1.99cph!

10 Months Ago
Fixed broken night check
10 Months Ago
Remove infinite stock. Stock will refill every 33% of the vendors total lifetime
10 Months Ago
split gizmos between configuration and playmode
10 Months Ago
cloth changes - filtering raymarched collisions with a large distance from bones to improve stability with extreme rotations and the cost of some clipping in these cases - made sibling constarints a bit stricter
10 Months Ago
Rewrote spawn event to use thresholds instead
10 Months Ago
Reduced agro radius
10 Months Ago
Baseline, added item and entity prefabs
10 Months Ago
Added angry horn
10 Months Ago
Add an override muzzle point field to the VIewmodelSway component to allow us to reposition how the viewmodel rotates when quickly spinning the camera
10 Months Ago
Backfires now happen at a random point in the future
10 Months Ago
Vendor ~ Rewrote ignore system to utilise a single struct Improved ignore systems reliability Reduced network load for steering angle - only need a single float Vending Orders ~ Frees to FreeLists Resize vending order to largest order entries count Check before freeing attachment list
10 Months Ago
prefab updates
10 Months Ago
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10 Months Ago
player_model fixes (fixes broken eyes, broken censor objects)
10 Months Ago
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10 Months Ago
Added single-pass Rust/Unlit ASE template with atmospheric scattering support
10 Months Ago
Compile fix
10 Months Ago
exported frontier hatchet admire animation, created frontierhatchet anim.controller and linked it to its viewmodel prefab
10 Months Ago
radtown S2P, refreshed HLOD
10 Months Ago
removing vertex stream components left over from vertex painting attemps fixing some left over issues with shed, storage warehouse components checked for decal projector issues
10 Months Ago
Added Pit Viper model/mats/textures
10 Months Ago
Simplify system to always output both legacy prefab + new scene - ensures it always updates the monument regardless of what system is running
10 Months Ago
final bit of renaming
10 Months Ago
more renaming
10 Months Ago
file renaming
10 Months Ago
Removed missing material inspector from BRZone shader
10 Months Ago
Replaced add with alpha/lerp blend on BRzone shader (for eval)
10 Months Ago
test
10 Months Ago
merge from main
10 Months Ago
Updated Legacy Wood Log PIle Colliders to a more efficient mesh
10 Months Ago
Merge from main -> monument_scenes
10 Months Ago
Merge from audio_import_music_clips -> aux1
10 Months Ago
Merge from main -> hot_reload_unity
10 Months Ago
Fixed errors in blend4way-specular shader
10 Months Ago
Merge from main -> audio_import_music_clips
10 Months Ago
Merge from main
10 Months Ago
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10 Months Ago
Changed new surrender gesture description to "Warning: Will allow other players to view (but not modify) your inventory" to reflect the new belt locking change
10 Months Ago
Merge from main
10 Months Ago
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10 Months Ago
Fixed typo in AdminReceivedUGC RPC preventing the UGC browser in the F1 admin panel from working
10 Months Ago
Players will no longer be dismounted from ziplines if they clip into trees (we have several systems in place to prevent trees from spawning in the path of ziplines but it still happens enough that this feels worthwhile)
10 Months Ago
Fixed incorrect material on Lod2 of part of the powerline platform ramps Convert some parts of the powerline platform into MeshLOD Added a procedural map config tool that uses a simple checkbox based UI to enable and disable various procedural map features, makes it easy to isolate gameplay elements for testing (see Tools/Procedural/Procedural Map Editor) Added 4 more zipline dismount points to each powerline platform, 2 on the side and 2 further up the structure to allow for less climbing when chaining together multiple ziplines Ziplines will now prioritise destination points that are further away and higher, maximising distance travelled and reducing time spent climbing ladders on towers On a 4k proc gen map these changes increase the average zipline distance from 121m to 188m and increases the total server wide zipline length from 20km to 31km
10 Months Ago
10 Months Ago
Further tweaks & fix candidate for underwater torch.
10 Months Ago
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10 Months Ago
Exposed a splash effect slot on the dropped world item that is played when a dropped item enters the water
10 Months Ago
Dropped items now increase their drag to 7 (was 0.1) when underwater so they don't fall at the same rate as through air Added a slight physics impulse every 1-2s while a dropped item is sinking to simulate some underwater currents Uses a budgeted server update (DroppedItem.underwater_drag_budget_ms) to check if items are underwater, defaults to 0.1ms
10 Months Ago
Hopefully fixed players getting kicked for packet flooding when looking at an IO entity while holding a wire tool and standing inside a prevent building volume While standing in a prevent building volume the IO sockets of entities will no longer appear Tagged both large prevent building volumes on the computer station with IgnoreWireCheck so that players can use wires while standing in front of it
10 Months Ago
Fix ping estimation tooltip not working on browser