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2,170 Commits over 397 Days - 0.23cph!

27 Minutes Ago
Door controller server tests
27 Minutes Ago
Fixed some old failing tests New test utils, code cleanup
33 Minutes Ago
merge from main
Today
Fixed door controller side inputs adding active usage to batteries When mapping the circuit to calculate the drain, do not consider the device connected to the door controller output if we're coming from a side input Fixed the exact same bug with industrial conveyors
Yesterday
Tweaked static ballista deploy volumes and dismount pos
Yesterday
Added new dismount pos to the mounted ballista so it can be mounted when aiming upwards on uneven terrain
Yesterday
Static ballista mount/dismount sounds
Yesterday
merge from main
Yesterday
merge from main/horse2_fixes/handling
Yesterday
Increased minimum air time before ragdoll Increased collision damage threshold to trigger ragdoll Less gravity and higher minimum airtime before taking fall damage
Yesterday
Tweaked turn speed when holding ctrl Tweaked head movements
Yesterday
Added a gametip mentioning the new horse controls (ctrl for sharper turns) Also added to the loading screen tip pool
Yesterday
Tweaked in-place turning behaviour Decreased gait progression interval when holding shift
Yesterday
merge from main/horse2_fixes
Yesterday
Skeleton compile fix
Yesterday
merge from main/horse2_fixes
Yesterday
Compile fix, don't use Skeleton to reset bone pos for now
Yesterday
merge from main/horse2_fixes
Yesterday
Removed Vehicle Detailed layer from horses k detection layer mask, it prevents legs from hitting themselves
Yesterday
Restored horse animation speed reset when exiting ragdoll
Yesterday
Reset horses server and client bone local positions after exiting ragdoll Reset lastMovingTime when exiting ragdoll
Yesterday
Fixed BatteringRam.MoveToNormalBreakForce server NRE
Yesterday
Duplicated and null ingredients ItemDefiniton tests
Yesterday
Fixed ice high wall double ingredients
Yesterday
Yesterday
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2 Days Ago
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2 Days Ago
Phrase update
2 Days Ago
Fixed battering ram arm not hitting decor colliders If no entity is hit, it now checks for decor colliders and considers them valid targets, triggering impact effects/animations etc Toned down the collision damage
2 Days Ago
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3 Days Ago
Fixed typo on catapult ammo item desc, removed extra spaces
3 Days Ago
Fixed propane bomb and firebomb both missing their item information panel
3 Days Ago
Fixed ballista reload animation still playing locally after dismounting
3 Days Ago
merge from main
3 Days Ago
merge from main
3 Days Ago
Phrases update Fixed double space in shield item descriptions Fixed static ballista using the mounted ballista description Fixed medieval sheet double door having two different tokens
3 Days Ago
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4 Days Ago
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4 Days Ago
Deployed explosives explode when the ground they're deployed on is destroyed
4 Days Ago
merge from primitive
4 Days Ago
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4 Days Ago
merge from primitive/deployable_ammo
4 Days Ago
Fixed explosion effects spawning twice Offset the explosive effect spawn point a lil bit to reduce clipping Adjusted flammable ammo effect rotation
4 Days Ago
Polished explosive bomb effects, added fuse sound
4 Days Ago
Flammable ammo now use the catapult fire effect when lit Fixed ignite sound not playing
4 Days Ago
Fixed propane bombs not deployable on roofs Physics materials
4 Days Ago
Fixed deployable explosives short culling distance
4 Days Ago
merge from primitive
4 Days Ago
merge from primitive/bikes_damage_tweaks
4 Days Ago
Motobikes and bicycles damage balance pass following temp ragdoll implementationg: - vehicle and player take less damage from collisions overall - temp ragdoll initial velocity is now defined by GetMountRagdollVelocity, like for horses