128,842 Commits over 4,201 Days - 1.28cph!

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Add a small helper collider to fishing_village_b to prevent getting stuck https://files.facepunch.com/jacob/1b2911b1/ShareX_e7JzS9nG2E.jpg https://files.facepunch.com/jacob/1b2911b1/Unity_LEpW1Z6TJo.jpg
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merge from Puzzle_rooms
17 Days Ago
Added new material and texture for livestock
17 Days Ago
Silo is now T3 red card puzzle monument, spawns advance fragments - added additional 3 elite crates to R.U.S.T nuke room Radtown puzzle room now had military crates s2p
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Anchor, cannon, plank, sail, steering wheel and small engine can now all be picked up using the hammer during edit mode.;
17 Days Ago
Trim input on crosshair import popup Increase char limit to 50 and change overflow mode
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merge from main
17 Days Ago
drone camera view can look further down (60->80)
17 Days Ago
Bunch of loading fixes
17 Days Ago
Fixed portal width extending over the terrain margins
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require drones to be marked hostile for sentry and SAM targetting
17 Days Ago
building plans prop anims edited
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blueprint fragment backface fix blueprint world model fix (changed to optimized LOD components)
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merge from supply_drop_fragment_fix
17 Days Ago
fixed basic fragments not spawning in supply drops, Was only spawning during primitive
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rock variant updates
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merge from naval_update/deep_sea
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Merge: from baseplayer_vis_nre - Potential(low chance) bugfix for NRE on spectate end - Breadcrumbs in case it's not fixed Tests: editor and standalone build spectating loop
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Manifest update, cleanup
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Clean: remove hacky testing code changes Tests: editor compiles
17 Days Ago
Bugfix: potentially fix BasePlayer Vis NRE - Added extra logs to catch other sources - Refactored code to extract invariant checks Not confident it'll actually solve it, if it does - can remove extra logs Tests: using spec_loop command to force client to quickly spectate-then-stop in a loop. Tried both in editor and standalone builds - no issues(though I couldn't repro it originally this way anyway)
17 Days Ago
merge from naval_update/deep_sea