192,356 Commits over 4,049 Days - 1.98cph!

4 Days Ago
Set correct material collider to fix impact sounds.
4 Days Ago
merge from laserdetector_ai
4 Days Ago
Laser detector now detects horses (and anything on the AI layer)
4 Days Ago
merge from lootdestroy_corpse_fix
4 Days Ago
Bypass storage container loot destruction if about to spawn a corpse Fixes vending machine only dropping 25% of their loot in softcore
4 Days Ago
Remove unused variable
4 Days Ago
Remove debug logs
4 Days Ago
Bump reposition chance
4 Days Ago
Timings, hit effect.
4 Days Ago
Cleanup
4 Days Ago
Third pass on jungle ruins COL meshes after review. Fixed transforms on stone pile COL. Hooked up missing COL mesh links.
4 Days Ago
Can place wallpaper on blocks already having wallpaper for easy reskinning (if the selected skin is different)
4 Days Ago
Merge: from parallel_validatemove - Removes PlayerCache.ValidPlayers allocs Tests: took a snapshot on Craggy in editor
4 Days Ago
Optim: PlayerCache.ValidPlayers no longer allocates garbage Tests: took snapshot on Craggy in editor to confirm
4 Days Ago
Merge: from main Tests: none, no conflicts
4 Days Ago
Merge from jungle_update (compile error fix)
4 Days Ago
Fix compile error
4 Days Ago
Merge: from profiling_improvements - Reduces overhead of serializing to/from ProtoBuf by not tracking BufferStream calls Tests: snapshot on Craggy in editor
4 Days Ago
Update: further filtering of methods - Dropping BaseEntity.Is* methods that are just HasFlag wrappers - Dropping new Rust.Data BufferStream and RangeHandle Should reduce overhead on serialization Tests: snapshot on Craggy in editor
4 Days Ago
Merge: from main Tests: none, no conflicts
4 Days Ago
Merge from workshop_normal_and_compression_fix
4 Days Ago
Merge from reposition
4 Days Ago
Merge from jungle_update
4 Days Ago
scene to prefab all (to refresh tunnel entrances for env volumes)
4 Days Ago
Restore changes to BaseProjectile lost in merge
4 Days Ago
Added a tip for how to climb trees
4 Days Ago
merge from spatially aware branch - underground train tunnels and caves content converted
4 Days Ago
merge from main
5 Days Ago
Experimental vine chaining Hold E while swinging on a vine to automatically grab onto the first available vine at the destination branch Can only chain to destination vines that are within 90 degrees of your direction, so you can't loop back and forwards Can be disabled with VineMountable.allowChaining convar (defaults to true)
5 Days Ago
Merge from jungle_update
5 Days Ago
Another fix for serialisation layout
5 Days Ago
Merge from jungle_update
5 Days Ago
Compile fix
5 Days Ago
Merge from jungle_update
5 Days Ago
5 Days Ago
Added kapok_b variant Manifest
5 Days Ago
Expose DismountViewmodelHoldTime on VineMountable
5 Days Ago
Flatten look angle when deciding what branch to swing to
5 Days Ago
Merge from TransferAllItemsToContainer_nre_fix
5 Days Ago
Speculative TransferAllItemsToContainer nre fix
5 Days Ago
freezing_icon -> main
5 Days Ago
Add a corner icon when meat is being refrigerated. Especially important with the new vending machine fridge https://files.facepunch.com/ianhenderson/1b1611b1/Unity_3xOHJjqneq.png
5 Days Ago
vending_machine_fridge -> main
5 Days Ago
Reset all existing vending machine prefabs to 128 slots for good measure
5 Days Ago
Remove logs, moved capacity code into delayed method.
5 Days Ago
Hardcode capacity into the npc vending machine instead (if the slot number is unset) . They all have the same capacity anyway - saves doing S2P on all monuments with vending machines.
5 Days Ago
Revert last change, add a new disableLerps option to Ironsights component that will override any animation when calculating the viewmodel rotation while in ADS
5 Days Ago
Fixed issue causing outpost and bandit camp vending machines to be out of stock
5 Days Ago
Adjust blowpipe ironsights intro speed to 1.5 (was 2) and adjusted intro curve to kick in later, seems to fix it sometimes overshooting at the cost of a slightly slower ADS
5 Days Ago
Setup correct deployed vending machine slots 36 -> 30