132,562 Commits over 4,232 Days - 1.31cph!

Just Now
small oilrig set dressing fixes
4 Minutes Ago
merge from deep_sea
5 Minutes Ago
Fixed repel forces blocking whitelisted boats inside the deep sea
6 Minutes Ago
bunch of shadow proxies to fix light leaking in oilrig
9 Minutes Ago
50cal_animations -> naval_update
10 Minutes Ago
Diving tank repose
12 Minutes Ago
Fixed merge conflicts: - Rewired up turret screenshake effects - Fixed broken values/references
19 Minutes Ago
updated vm lr300 space anims
22 Minutes Ago
naval_update -> 50cal_animations (2)
23 Minutes Ago
naval_update -> 50cal_animations (merge issues)
23 Minutes Ago
fixed stairs being ass at excavator smaller machine
30 Minutes Ago
tweaks to rocks in WTP to avoid poking out of cliffs
39 Minutes Ago
removed rendererbatch from drain and manhole cover prefabs raised them by a bit in ferryterminal to be sure
45 Minutes Ago
texture update
46 Minutes Ago
added prevent movement volume to block LOS error spot
52 Minutes Ago
Glass small surface type for industrial buildings
1 Hour Ago
plugged more holes in countryside tunnel entrance
1 Hour Ago
Space LR300 - Added emissive sights to worldmodel
1 Hour Ago
env volume fix at computer station room at train tunnel hatches
1 Hour Ago
added boat hull movement sounds
1 Hour Ago
Add ammo display deploy fade-in
1 Hour Ago
Added a ForwardAdd pass to the TMP depth offset shader to support point and spot lights on text
1 Hour Ago
rebaked powerlines LOD2 textures
1 Hour Ago
actually include emissive for alex m
1 Hour Ago
updated textures inc emissive for alex m
1 Hour Ago
merge from deep_sea
1 Hour Ago
cake entity fix and krieg shotgun updates
1 Hour Ago
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1 Hour Ago
bug fixes
1 Hour Ago
Removed MonumentInfo components used in the deep sea Added a safeguard in MonumentInfo so monuments in the deep sea aren't added to TerrainMeta.Path.Monuments, it causes issues down the line when the deep sea closes
2 Hours Ago
merge from deep_sea
2 Hours Ago
Fixed NRE when calling AdminKillNoLoot on BoatAI, storage container ent wasn't loaded yet...
2 Hours Ago
Fixed rad volumes still spawning on the exit side of the deep sea
3 Hours Ago
Merge from parent
3 Hours Ago
merge from naval_update
3 Hours Ago
update to lr300 viewmodel with right hand mag release
3 Hours Ago
Fixed Spot with inaccurate colliders on cargoship
3 Hours Ago
Wetsuit repose
3 Hours Ago
base (vanilla) techtree pass
3 Hours Ago
Some prevent movement blockers for falling weapons in large oilrig
4 Hours Ago
Space LR300 - updated WM and LODs with right hand magazine catch
4 Hours Ago
easier traversal on stairs in WTP
4 Hours Ago
glass surface type > glass small on security towers
4 Hours Ago
Set Canyon type on some environment volumes to kill fog in some monument below terrain zones - not documented so assuming it works like procmap canyons Fixed a hole gap in Miltun entrance
4 Hours Ago
Merge: from main
4 Hours Ago
Adjusted sail transmission colour
4 Hours Ago
Boatbuilding station, cannonball and boat planner pass
4 Hours Ago
boat building deployables gameplay pass - WIP
4 Hours Ago
fixed early culling barricades at trainyard
4 Hours Ago
cargoship LOD3 glass is see through now