198,704 Commits over 4,140 Days - 2.00cph!

10 Months Ago
merge from main
10 Months Ago
Merge: from main/item_pooling This fixers the NRE on server tick (and blocker for joining). Tests: loaded a save that consistently produced NREs - not anymore
10 Months Ago
Bugfix: disabling Item pooling This causes issues on the server which prevents playing. Tests: loaded a save that consistently produced exceptions - not anymore.
10 Months Ago
merge from world_update_2
10 Months Ago
Merge: from main Tests: none
10 Months Ago
increase wood yeild from driftwood - someone may harvest them now
10 Months Ago
stricter log pile spawn rules
10 Months Ago
Merge from world_update_2
10 Months Ago
Merge from world_update_2/merge_main (this brings this branch up to date with main)
10 Months Ago
Backups
10 Months Ago
Merge from parent
10 Months Ago
Merge from main
10 Months Ago
Tag hill cliffs as AllowBarricadePlacement
10 Months Ago
Del duplicated assets (ammunition_test models + shotgun powdery muzzle flash 'iteratecopy')
10 Months Ago
Prefab backup
10 Months Ago
Parent merge
10 Months Ago
Merge from world_update_2
10 Months Ago
Unsaved
10 Months Ago
Allow debug.ent_find_radius to work in live gameplay (was just demos)
10 Months Ago
Merge from world_update_2
10 Months Ago
Fixed NRE when looking at water if radiation water map doesn't exist
10 Months Ago
Fixed water well food cache and npc spawner marked as Client Cull while breaks spawning when used in MonumentIsland S2P affected water wells
10 Months Ago
Merge from media_projects/frontiersman_media
10 Months Ago
Parent merge
10 Months Ago
Parent merge
10 Months Ago
Merge from world_update_2
10 Months Ago
Update the liquid push targets if we encounter a push target that is no longer valid while moving water around
10 Months Ago
FIxed spawn point gizmos showing a secondary, incorrect cyan circle
10 Months Ago
Added more crate spawn points and standardised all of the dive sites to spawn the same amount of crates
10 Months Ago
Add shark spawner to the spawn groups list on new divesites so it won't retire until the shark is killed (matching behaviour of old dive sites)
10 Months Ago
Added a UseCurve option to GameObjectToggleState and an accompanying curve, if the curve value is greater than 0 it will be considered on Allows us to toggle an object on and off multiple times in a single state
10 Months Ago
fix viewmodel anim sounds not playiing during ADS
10 Months Ago
Missing files
10 Months Ago
Tweaked rock formaton huge materials Revamped coastal_rock_large_a Added more large coastal rock prefabs Tweaked coastal rock large density settings in world setup Tweaked cliff_jutting_d
10 Months Ago
Added burst cloth to tassels on blunderbuss viewmodel - rig updated and also needed a fresh anim export due to hierarchy changes
10 Months Ago
manually merged new plane and foliage in to divesite_d prefab, removed temp prefab
10 Months Ago
new divesite plane, scene dressed, added to scene/prefab. saved divesite_d_temp prefab so i can manually merge
10 Months Ago
merge fix_train_tunnel_rain -> main
10 Months Ago
world_update_2 -> Aux2
10 Months Ago
Ensured large coastal rocks don't spawn on 'monument' marked topology
10 Months Ago
Fix using wrong GetHeight() overload
10 Months Ago
Fix rain getting players wet when they are inside train tunnels - extend the top position of the sky check to 1m above terrain if the players is >100m below terrain - this prevents the raycast from starting under the terrain and going through the top of a tunnel mesh
10 Months Ago
10 Months Ago
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Bump protocol network
10 Months Ago
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