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5,421 Commits over 700 Days - 0.32cph!

11 Months Ago
Faster and cleaner AND switch tests
11 Months Ago
Door controller server tests
11 Months Ago
Fixed some old failing tests New test utils, code cleanup
11 Months Ago
merge from main
11 Months Ago
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
11 Months Ago
Tweaked static ballista deploy volumes and dismount pos
11 Months Ago
Added new dismount pos to the mounted ballista so it can be mounted when aiming upwards on uneven terrain
11 Months Ago
Static ballista mount/dismount sounds
11 Months Ago
merge from main
11 Months Ago
Increased minimum air time before ragdoll Increased collision damage threshold to trigger ragdoll Less gravity and higher minimum airtime before taking fall damage
11 Months Ago
Tweaked turn speed when holding ctrl Tweaked head movements
11 Months Ago
Added a gametip mentioning the new horse controls (ctrl for sharper turns) Also added to the loading screen tip pool
11 Months Ago
Tweaked in-place turning behaviour Decreased gait progression interval when holding shift
11 Months Ago
Skeleton compile fix
11 Months Ago
Compile fix, don't use Skeleton to reset bone pos for now
11 Months Ago
Removed Vehicle Detailed layer from horses k detection layer mask, it prevents legs from hitting themselves
11 Months Ago
Restored horse animation speed reset when exiting ragdoll
11 Months Ago
Reset horses server and client bone local positions after exiting ragdoll Reset lastMovingTime when exiting ragdoll
11 Months Ago
Fixed BatteringRam.MoveToNormalBreakForce server NRE
11 Months Ago
Duplicated and null ingredients ItemDefiniton tests
11 Months Ago
Fixed ice high wall double ingredients
11 Months Ago
11 Months Ago
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11 Months Ago
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11 Months Ago
Phrase update
11 Months 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
11 Months Ago
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11 Months Ago
Fixed typo on catapult ammo item desc, removed extra spaces
11 Months Ago
Fixed propane bomb and firebomb both missing their item information panel
11 Months Ago
Fixed ballista reload animation still playing locally after dismounting
11 Months Ago
merge from main
11 Months Ago
merge from main
11 Months 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
11 Months Ago
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11 Months Ago
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11 Months Ago
Deployed explosives explode when the ground they're deployed on is destroyed
11 Months Ago
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11 Months Ago
merge from primitive/deployable_ammo
11 Months Ago
Fixed explosion effects spawning twice Offset the explosive effect spawn point a lil bit to reduce clipping Adjusted flammable ammo effect rotation
11 Months Ago
Polished explosive bomb effects, added fuse sound
11 Months Ago
Flammable ammo now use the catapult fire effect when lit Fixed ignite sound not playing
11 Months Ago
Fixed propane bombs not deployable on roofs Physics materials
11 Months Ago
Fixed deployable explosives short culling distance
11 Months Ago
merge from primitive
11 Months 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
11 Months Ago
Fixed supply drop flyhack kicks, for real this time
11 Months Ago
merge from primitive/batteringram_playercollider_fix
11 Months Ago
Reduced player collider size when sitting in the battering ram Fixes turrets, fire, spikes and explosions damaging you from outside
11 Months Ago
Disabled static ballista deployment on tugboats, will revisit later
11 Months Ago
Fixed static ballista mount culling too early