142,206 Commits over 4,383 Days - 1.35cph!

2 Years Ago
Truck models progress .
2 Years Ago
Add the ability for a container spawn point to limit how many containers are spawned at that point Adjusted container spawn points to ensure that it's likely for top containers to be accessible Added some pallets around the container spawn points to make them more climbable Affects both harbors
2 Years Ago
Merge from main
2 Years Ago
Disable saving on the hobo barrel in Tunnel_Dwelling_A, fixes barrels leaking to world origin on server restart
2 Years Ago
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2 Years Ago
merge from cargo_junkpile_fix
2 Years Ago
merge from cargo_restart_bug
2 Years Ago
merge from fix_stash_reveal_inconsistant
2 Years Ago
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2 Years Ago
Fix having to run 3m away from stash and return to reveal the stash
2 Years Ago
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2 Years Ago
Missing files
2 Years Ago
Mid and low coastal cliff variants Progress on coastal ocean rock prefabs
2 Years Ago
vm anim export update + some anim events
2 Years Ago
viewmodel prefab updates
2 Years Ago
added effects to effects folder (taken from SAR for now)
2 Years Ago
player update. exported/set up mp5 anim set
2 Years Ago
Red & Green Industrial Light source item
2 Years Ago
Fixed Industrial Wall Light referred as Simple Light when looking at IO connection handles
2 Years Ago
Added `ENT.PhysicsSounds` for `anim` type SENTs If set to true, re-enables physics impact sounds for the entity Spawnmenu one click addon spawnlist generator https://files.facepunch.com/rubat/1b1211b1/CPZbdPPd9F.png Fixed IMaterial:GetKeyValues sometimes returning nothing on srcds Material() now precaches the material, but only if it is not already precached. Ship shader DLLs with srcds Apparently they are necessary for materials to load correctly on dedicated servers Fixed a crash to do with static props when they change models I.e. when a static prop goes from error.mdl to a more complex one.
2 Years Ago
Fixed Memory Cell side inputs triggerable by 0 power circuits
2 Years Ago
some biome touch
2 Years Ago
junkpile layering issue
2 Years Ago
Merged main
2 Years Ago
fully greyboxed radhouse large and radtown shed first pass terrain sculpting and splat painting added some trees to measure effect
2 Years Ago
Reinstate changes
2 Years Ago
Overwrite my changes
2 Years Ago
merge from wr_dead_area_fix
2 Years Ago
Merge main
2 Years Ago
merge from io_entity_snapping/fixes/2
2 Years Ago
merge from tc_reskin_shotguntrap
2 Years Ago
merge from military_flamethrower_worldmodel_scale_fix
2 Years Ago
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2 Years Ago
merge from fix_photo_in_backpack
2 Years Ago
merge from fix_industrial_prioritize_empty_slot
2 Years Ago
Increased the number of weapon sound effects warmed up, as they were also contributing to stuttering during gunfights
2 Years Ago
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2 Years Ago
compile fix
2 Years Ago
merge from fix_floor_debris
2 Years Ago
Increase animal ground pos distance check range
2 Years Ago
Enabled snapping on all neon signs Slightly reduced the bounds of the large versions to make sure they can be aligned without any gaps
2 Years Ago
merge from electricity_power_fixes/2
2 Years Ago
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2 Years Ago
merge from ping_estimate_cleanup
2 Years Ago
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2 Years Ago
merge from vis_entities_duplicates
2 Years Ago
merge from cargo_junkpile_fix
2 Years Ago
Fixed Sound Light guide mesh position mismatch
2 Years Ago
Enabled snapping on CCTV cameras
2 Years Ago
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