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138,186 Commits over 4,505 Days - 1.28cph!

7 Years Ago
Fixed minicopter and scrap transport helicopter spawn filter regression (causing them to cluster up too much)
7 Years Ago
Fixed road mesh being placed slightly too high when loading a map from disk
7 Years Ago
[D11] - Reverted VolumeManager.cs to fix colour grading issues
7 Years Ago
Adjust power connection and deploy mesh for vehicle lift
7 Years Ago
Phrases
7 Years Ago
Added support for switching demos on the same map without reloading the map (still wip, there's a few errors)
7 Years Ago
Fix demos not being able to jump to time 0 after a demo is finished (IsPaused was left on)
7 Years Ago
Added debug.debugcamera_list to list out all saved debug camera positions into the console
7 Years Ago
update lift model/texture, adding deployable model
7 Years Ago
Add demo.hud, displays a timestamp during demo playback in the top left of the screen
7 Years Ago
More electricity work
7 Years Ago
Vehicle lift electricity work
7 Years Ago
Add an optional speed parameter for cinematic_play command
7 Years Ago
More
7 Years Ago
Vehicle lift rotation
7 Years Ago
Lift I/O
7 Years Ago
updated vehicle lift model
7 Years Ago
Vehicle lift IO work
7 Years Ago
Expand ContainerIOEntity to have the player interaction and single-user possibilities that StorageContainer has. Make vehicle lift a ContainerIOEntity instead of a StorageContainer.
7 Years Ago
Don't invoke push liquid logic if no liquid is available
7 Years Ago
Rename some stuff for clarity Sprinklers no longer have inbuilt storage
7 Years Ago
Lift LOD edit. Show lights at all LODs
7 Years Ago
Remove water if no water is remaining Allow splitter to be placed on any surface, not just walls
7 Years Ago
Fixed PixelLit Advanced.shader regression
7 Years Ago
Mark barrel as a root entity to ensure drain calculations are updated as circuit is updated
7 Years Ago
Progress
7 Years Ago
Concrete bridge greybox progress
7 Years Ago
Moving prefabs
7 Years Ago
merge from parent
7 Years Ago
Backup
7 Years Ago
Adjust engine power
7 Years Ago
SavasIsland_new scene, initial build wip - still need to sort out roads and dressing/loot
7 Years Ago
[D11] Changes to materials that is a potential Z fighting Fix
7 Years Ago
Adjust engine power and drag, plus extras
7 Years Ago
[D11] Compound SLOD further tweak
7 Years Ago
increased turret turn rate
7 Years Ago
updated modules condition panels
7 Years Ago
[D11] Wooden_crate_1 LOD Distances adjusted
7 Years Ago
[D11] cracks_grass LOD distances lowered
7 Years Ago
[D11] + Both large Power Substations and Mining Quarry A-C SLODs adjusted
7 Years Ago
[D11] Potential Fix for z-fighting. Testing on this material at Harbor
7 Years Ago
[D11] Sewers Monument SLOD distance tweaks
7 Years Ago
Fixed map shader
7 Years Ago
Updating libRustNative.so (Linux server)
7 Years Ago
[D11][UI] Added hint for climbing ladders
7 Years Ago
Ammo Pack meshes//textures/materials
7 Years Ago
[D11] Missing faces fix on road_bend_15x15
7 Years Ago
[D11] Fixed incorrect Mud_a_sewers material
7 Years Ago
fix + refactor
7 Years Ago
[D11] Updated fog in Abandoned Cabins and Bandit Camp. May need further refinement.