142,291 Commits over 4,383 Days - 1.35cph!

4 Minutes Ago
merge from socialmenu_optims
4 Minutes Ago
Compile fix
22 Minutes Ago
configuration overhaul, all relay settings are now convars
27 Minutes Ago
Restored NVIDIA reflex options being disabled if not supported Added DisableIfDlssNotSupported to DLSS option (was only on DLAA) Needs more work because looks like DLSS.IsDlssSupported is always returning false currently
34 Minutes Ago
Updated Foldable Table Folded Version Colliders
34 Minutes Ago
Populate the friend list on init so the social button can show the online count
49 Minutes Ago
merge from weapon_refresh_binoculars
50 Minutes Ago
merge from DefWorkbenchupgrade_desc
50 Minutes Ago
merge from ziggurat_materials_fix
51 Minutes Ago
merge from roadsign_spawner_fix
51 Minutes Ago
merge from bag_corpse_health_fix
52 Minutes Ago
merge from deepsea_harvest_fix
55 Minutes Ago
Fix not being able to harvest / clone plants on a boat while in the deep sea
1 Hour Ago
Fix health info showing up for sleeping bag / towel corpses Stronger override for all container corpses instead of relying on ShowHealthInfo
1 Hour Ago
Fixed missing basecolor in a couple of materials related to ziggurat scene Updated HLOD Ziggurat S2P
1 Hour Ago
Reenable all roadsign spawners - they were mistakenly saved as disabled in recent months (127266 / 140558), causing no roadsigns to spawn in monuments after they were S2Ped S2P outpost, junkyard, powerplant, satellite dish, sewer branch, military tunnels, fishing village a, water well b & c
1 Hour Ago
adding a static binocular prefab to avoid using the worldmodel in monuments fixed the supply barge missing prefab link S2P floating cities
1 Hour Ago
merge from main
1 Hour Ago
Added missing Model component to salvaged axe entity, fixes skins not loading in 3P
2 Hours Ago
Merge from main Keep source on directory conflicts, viewmodel.prefab auto-merged
2 Hours Ago
Add GPU check method on ConVar terrain.cullingtest
3 Hours Ago
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3 Hours Ago
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4 Hours Ago
Change min/max heightmap to from R16G16_Uint to encoded R32_UInt for guaranteed compatibility
4 Hours Ago
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4 Hours Ago
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4 Hours Ago
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6 Hours Ago
Merge from main
6 Hours Ago
Apply shelve 13775 Fix terrain.geometryclipmaps not persisting properly
6 Hours Ago
Added new TriggerMonumentIOArea component that allows IO wiring inside the bounds even if those bounds are within a monument (still won't work if the player is build blocked)
6 Hours Ago
Merge from main
Today
Crude produced at a monument is locked, can only be moved via IO Stays locked once it's transferred into the car fuel tank, can only be removed at a car lift Items flagged as Locked are now blocked from moving via MoveItem RPC (might have side-effects)
Today
Merge from quarry_material_fix
Today
Disable terrain blend on quarry material
Today
Merge from ducked_splash_fix
Today
Slight change for better LOS check
Today
Merge from main
Today
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Today
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- Anim polish for the 10000 time - Missing phrases
Some more animations, some more polish
- Fix incorrect sizing in entry - Fix vending entry virtual item icon having its icon amount updated - Darken sold out section no longer blocks raycasting so you cans till see whats being sold on hover - Various further changes to admin dialog, spacing layout etc - Much better 'vending' panel
- Display vending name in the loot panel - Fixed updated vending names not auto updating until you look at a machines name on the map - Add in a 'sold out' modifier per entry - Further vending admin dialog changes
Today
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Today
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Today
Merge from main, many conflicts Auto resolved all code changes except for BallistaGun, used IK handling on this branch Auto resolved all prefab changes except for salvaged_cleaver.entity, used the holster position/rotation on this branch
Various theming changes on the customer panel. Too many to list
scruffy beard variants/hairset update again again
Added player seed
Renamed new head prefabs to fit naming convention