146,329 Commits over 4,444 Days - 1.37cph!

11 Days Ago
Add ProjectileModPartVisibility component which can be attached to BaseProjectile entities, can specify which parts of the worldmodel and viewmodel should be visible/invisible depending on what mods are attached Setup for sight rail on M16A2
11 Days Ago
lod baker: write output textures as tga instead of png
11 Days Ago
More hair conditional meshes
11 Days Ago
Dont allocate a new hashset everytime we jump to a new point on the timeline
11 Days Ago
industrial large furnace - reverted to a single collision material
11 Days Ago
Stop every demo scrub from allocating a new BaseNetworkable list
11 Days Ago
UI tweaks, added examine keybind text
11 Days Ago
Bowless crossbow audio polishing and added sounds
11 Days Ago
removed the material properties
11 Days Ago
s2p on floating city scenes due to new mannequin changes
11 Days Ago
MeshPaintController uses Pointer instead of Mouse when reading input, so it works with both mouses and pens
11 Days Ago
Prefabbed up merged mannequin models, set up LODs and placeholder collision. Replaced old ones in Supplies Barge prefab.
11 Days Ago
small apartment lods
11 Days Ago
▋ ▍▄▋ ▍▇▇▊▅ ▊▇▄▅ ▆▌ ▋▊▌▄▆ ▄▌▄▉▋▉▍ ▇▋▅▋▉▇▄ ▅▍▆▅▉▇▄▉▄█▌
11 Days Ago
industrial electric furnace; - It will now illuminate the small light green when an item is actively smelting inside the electric furnace - When nothing is actively smelting, it will illuminate the small red light - Updated prefab
11 Days Ago
merge from game_room_dlc
11 Days Ago
boomerang_model_dupe_fix -> main
11 Days Ago
merge from main
11 Days Ago
Settings pass on industrial torch
11 Days Ago
Prevent a duplicated Boomerang model (not functional) appearing on the ground if you're killed whilst its returning to you
11 Days Ago
updated the collider for large furnace, added 3 material properties
11 Days Ago
correct IO positions on industrial auto turret
11 Days Ago
merge into main
11 Days Ago
▍▉▉▉▅▆ ▉▄▆▄▆▇▌█
11 Days Ago
hooked up industirial auto turret shield lods to ent flag toggle for hiding when equipped with a bow
11 Days Ago
Compile fix
11 Days Ago
merge from main
11 Days Ago
merge from oven_iscookingflag
11 Days Ago
Fixed typo
11 Days Ago
Added IsCooking flag in BaseOven Set when cooking something
11 Days Ago
binoculars_ultrawide_fixes -> main
11 Days Ago
Fix binocular eyes seperating on ultrawide resolutions https://files.facepunch.com/ianhenderson/1b2211b1/sKu5bcwjHI.png
11 Days Ago
Industrial Autoturret - Updated model with split shield for bow support (remaining LODs)
11 Days Ago
merge from industrial_dlc
11 Days Ago
added industrial torch to allowed torches on torchholder
11 Days Ago
First pass of rotten trim blends for apartments
11 Days Ago
merge from main
11 Days Ago
Fixed torch holders torch position issues
11 Days Ago
fixed a bunch of prefabs with double mesh lod script dancing around killed shadows on some facade clutter
11 Days Ago
small apartment art, collision
11 Days Ago
Industrial torch animation polish pass
11 Days Ago
custom shadow proxies for apartment block building exterior
11 Days Ago
Integrate recast corridor, need to fix potential stale navmesh ptr cached by corridor, and investigate remaining path length
11 Days Ago
spelt targeting wrong
11 Days Ago
wip avoid targetting safezones, player buildings, water, etc. prevent building at impact location.
11 Days Ago
Added cart button to skin viewer fullscreen view
11 Days Ago
Merge from industrial_dlc
11 Days Ago
Add script for the chain on the industrial garage door to scroll with door opening/closing