130,760 Commits over 4,232 Days - 1.29cph!

2 Days Ago
merge from main -> puzzle_reset_changes
2 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
2 Days Ago
Ignore new multi command behaviour for binds, they already handled chaining before.
2 Days Ago
front 50cal view model camera animations - block out
2 Days Ago
lowered research costs to be in line with new workbench values
2 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
2 Days Ago
Fix client boat building blocks after paste
2 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.
2 Days Ago
Minor mat tweaks for lighting behaviour. LOD1 popping improvements.
3 Days Ago
merge from main
3 Days Ago
Reworked the supply drop to fix the visual regression.
3 Days Ago
Add proper null check when dismounting weapon seats
3 Days Ago
Merge from parent
3 Days Ago
Compile fix
3 Days Ago
merge from boat_building
3 Days Ago
Updating rf transmitter deploy animation
3 Days Ago
Predict reload syncvar
3 Days Ago
Merged the initial dock & edit test to save us all the hassle of trying to dock boats.
3 Days Ago
- Apply head animations to be in reference to the starting head position/rotation
3 Days Ago
blowpipe animation updates
3 Days Ago
Merge: from spectate_dontfloodsnapshots - Fixes spectate not working in UsePlayerUpdateJobs 2 case Tests: tried to spectate occluded player
3 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.
3 Days Ago
Merge from horse_medsyringe_healing
3 Days Ago
Fix mission event for healing using wrong prefab ID
3 Days Ago
mini fridge corpse mesh
3 Days Ago
- Added a script to convert skinned mesh renderers to mesh renderers - Parking these extra changes right now (for a few days)
3 Days Ago
Merge from parent
3 Days Ago
viewmodel camera animations for rear 50cal
3 Days Ago
merge from tax_convars_rename
3 Days Ago
Ensure the wind turbine transmission also rotates. Rotates in the opposite clock direction (as it would in real life)
3 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
3 Days Ago
Restored missing entities.RemoveAll in copypaste after filtering prefabs
3 Days Ago
medical syringe viewmodel - made functional - added anim events - updated clip data - removed camera animation (for now)
3 Days Ago
main -> unskinned_windmill
3 Days Ago
Fixed copypaste merge fuckery, restored copyboat commands
3 Days Ago
Fix broken diving goggles
3 Days Ago
Update to crockery textures
3 Days Ago
Null checks in UI_DropsController to prevent menu NRE when loading playground
3 Days Ago
use a realmed trace for TriggerParent.HasObjUnderFeet so they don't freak out in-editor at speed
3 Days Ago
Merge: from main
3 Days Ago
Added helper functions to get boat building area player, boat, block and deployable counts. Switched a function which wasn't freeing lists correctly to use the helper functions.
3 Days Ago
fixed boombox.static causing errors in conjunction with culling volumes now uses meshlod and a shadowproxy as it is an expensive object
3 Days Ago
Merge from parent
3 Days Ago
Merge from rpg_skin
3 Days Ago
Birthday hat - Rebound skin mesh in the prefab, updated .item prefab reference and the vm settings
3 Days Ago
static speargun prefab cleanup
3 Days Ago
removed renderer batch on compound bow placed on non lodgroup type object
3 Days Ago
gun display rack weapons wont cast shadows
3 Days Ago
Renamed workbench tax convars to prevent loading old values from server configs workbench1TaxRate -> workbenchTaxRate1 workbench2TaxRate -> workbenchTaxRate2 workbench3TaxRate -> workbenchTaxRate3
3 Days Ago
Fixed elevators losing power when power is plugged into a non power slot somewhere in the column