131,428 Commits over 4,232 Days - 1.29cph!

11 Days Ago
M92 - Texture updates
11 Days Ago
Hide chat log for autoswitching if the channel didn't change
11 Days Ago
Fixed portal renderer toggle convar not working Moved a bunch of replicated convar to client only
11 Days Ago
scientist_boat_ai_improvements_3 -> naval_update
11 Days Ago
11 Days Ago
scientist_boat_ai_improvements -> naval_update
11 Days Ago
- Better AI attacking turret distance checks - Better turret DOT checks
11 Days Ago
- Ensure when leaving a state the correct target is cleared - Fixed a bug when leaving RAM states - More debug logs - Ensure when leaving seek state that we clear active target
11 Days Ago
Fixes
11 Days Ago
- Rewrite and cleanup of pursue behaviour - Multiple NRE fixes - Better print outs
11 Days Ago
11 Days Ago
The big one - deleted old models, materials and viewmodel anims, moved new models and materials to main folder medical syringe with new model and anims all functional
11 Days Ago
Fixed fireball yellowification.
11 Days Ago
Removed InitBounds hack in deep sea portal UpdateRenderer
11 Days Ago
Fixed floating city losing their global networkness on save restore
11 Days Ago
- Wrap floating cities in the same avoidance triggers as Oilrig
11 Days Ago
merge from naval_update
11 Days Ago
fixed worldmodel outline not showing
11 Days Ago
merge from main -> puzzle_reset_changes
11 Days Ago
Add 'BoatAIAvoid' Triggers, this will stop the boat ai from 'crashing' into areas with lots of small obstacles - Wrapped Oilrig - Wrapped Large Oilrig
11 Days Ago
Ignore new multi command behaviour for binds, they already handled chaining before.
11 Days Ago
front 50cal view model camera animations - block out
11 Days Ago
lowered research costs to be in line with new workbench values
11 Days Ago
- Better 'get' and 'give up' targetting detection - Fixed target claiming possibly happening on the same boat thats trying to get rid of the target - Standardised check system - Applyed it across all targetting logic
11 Days Ago
Fix client boat building blocks after paste
11 Days Ago
All consumables can no longer be used when both hands are occupied (driving a mountable that blocks item usage) ^ This is a stopgap change until hotbar food eating is implemented Improved "disabled" menu option text to be more generic.
11 Days Ago
Minor mat tweaks for lighting behaviour. LOD1 popping improvements.
11 Days Ago
merge from main
11 Days Ago
Reworked the supply drop to fix the visual regression.
11 Days Ago
Add proper null check when dismounting weapon seats
11 Days Ago
Merge from parent
11 Days Ago
Compile fix
11 Days Ago
merge from boat_building
11 Days Ago
Updating rf transmitter deploy animation
11 Days Ago
Predict reload syncvar
11 Days Ago
Merged the initial dock & edit test to save us all the hassle of trying to dock boats.
11 Days Ago
- Apply head animations to be in reference to the starting head position/rotation
11 Days Ago
blowpipe animation updates
11 Days Ago
Merge: from spectate_dontfloodsnapshots - Fixes spectate not working in UsePlayerUpdateJobs 2 case Tests: tried to spectate occluded player
11 Days Ago
Bugfix: Ensure initial player snapshot gets sent to spectator in UsePlayerUpdateJobs 2 case Tests: on craggy with UsePlayerUpdateJobs 2, took 2nd player behind a hill to occlude, then tried to spectate them - confirmed that the first snapshot got sent.
11 Days Ago
Merge from horse_medsyringe_healing
11 Days Ago
Fix mission event for healing using wrong prefab ID
11 Days Ago
mini fridge corpse mesh
11 Days Ago
- Added a script to convert skinned mesh renderers to mesh renderers - Parking these extra changes right now (for a few days)
11 Days Ago
Merge from parent
11 Days Ago
viewmodel camera animations for rear 50cal
11 Days Ago
merge from tax_convars_rename
11 Days Ago
Ensure the wind turbine transmission also rotates. Rotates in the opposite clock direction (as it would in real life)
11 Days Ago
mini fridge added gibs and updated lods updated deploy and item prefabs adjusted slot count to 30 (temp needs gameplay pass) updated bounds update manifest
11 Days Ago
Restored missing entities.RemoveAll in copypaste after filtering prefabs