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153,744 Commits over 4,536 Days - 1.41cph!

10 Months Ago
plugged more holes in countryside tunnel entrance
10 Months Ago
Space LR300 - Added emissive sights to worldmodel
10 Months Ago
env volume fix at computer station room at train tunnel hatches
10 Months Ago
added boat hull movement sounds
10 Months Ago
Add ammo display deploy fade-in
10 Months Ago
Added a ForwardAdd pass to the TMP depth offset shader to support point and spot lights on text
10 Months Ago
rebaked powerlines LOD2 textures
10 Months Ago
actually include emissive for alex m
10 Months Ago
updated textures inc emissive for alex m
10 Months Ago
merge from deep_sea
10 Months Ago
cake entity fix and krieg shotgun updates
10 Months Ago
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10 Months Ago
bug fixes
10 Months Ago
Removed MonumentInfo components used in the deep sea Added a safeguard in MonumentInfo so monuments in the deep sea aren't added to TerrainMeta.Path.Monuments, it causes issues down the line when the deep sea closes
10 Months Ago
merge from deep_sea
10 Months Ago
Fixed NRE when calling AdminKillNoLoot on BoatAI, storage container ent wasn't loaded yet...
10 Months Ago
Fixed rad volumes still spawning on the exit side of the deep sea
10 Months Ago
Merge from parent
10 Months Ago
merge from naval_update
10 Months Ago
update to lr300 viewmodel with right hand mag release
10 Months Ago
Fixed Spot with inaccurate colliders on cargoship
10 Months Ago
Wetsuit repose
10 Months Ago
base (vanilla) techtree pass
10 Months Ago
Some prevent movement blockers for falling weapons in large oilrig
10 Months Ago
Space LR300 - updated WM and LODs with right hand magazine catch
10 Months Ago
easier traversal on stairs in WTP
10 Months Ago
glass surface type > glass small on security towers
10 Months Ago
Set Canyon type on some environment volumes to kill fog in some monument below terrain zones - not documented so assuming it works like procmap canyons Fixed a hole gap in Miltun entrance
10 Months Ago
Merge: from main
10 Months Ago
Adjusted sail transmission colour
10 Months Ago
Boatbuilding station, cannonball and boat planner pass
10 Months Ago
boat building deployables gameplay pass - WIP
10 Months Ago
fixed early culling barricades at trainyard
10 Months Ago
cargoship LOD3 glass is see through now
10 Months Ago
killed wind height bend factors on snowy overgrowth - makes dancing bushes
10 Months Ago
fixed moved AC tubes in cave_large_sewers
10 Months Ago
wind amplitude from arid/temperate applied to tundra grasses
10 Months Ago
removed renderer batch selectively on floating junkpiles crates
10 Months Ago
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10 Months Ago
Fix NRE when Indirect Instancing is disabled
10 Months Ago
auto updated mats and metas from old versions of editor
10 Months Ago
Include light colour term in thin transmission mode
10 Months Ago
turret_fixes -> naval_update
10 Months Ago
- FIx a bug causing the seat eye centre to go to Vector3.zero, putting your eyes inside the players body
10 Months Ago
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10 Months Ago
Fix Indirect Instancing accidentally being enabled by default
10 Months Ago
Resort 50 cal left after the merge
10 Months Ago
Convert confetti cannon to meshlod Switch pfx_confetti material to Particles/Standard Surface as the rust standard material is no longer compatible with particles
10 Months Ago
naval_update -> turret_fixes
10 Months Ago
Fix compile errors, re-enable navmesh obstacles on ships, disable navmesh surfaces on all the other ships