202,621 Commits over 4,171 Days - 2.02cph!

4 Days Ago
merge from inventory_loc_fix
4 Days Ago
merge from vm_syringe_wounded_sound_fix
4 Days Ago
merge from laserlightfixes
4 Days Ago
merge from optimize_sleeping_bags
4 Days Ago
merge from c4_stacking_fix
4 Days Ago
rollback save++
4 Days Ago
network++ save++
4 Days Ago
merge from decor_lighting_dlc
5 Days Ago
Small tweak on fairy point.
5 Days Ago
Fixed all remaining ghost bulbs I think.
5 Days Ago
clothing_mannequin platform, guidemesh updated and icon updated
5 Days Ago
clothing mannequin corpse setup
5 Days Ago
resized mannequin textures to 2k, added gibs
5 Days Ago
clothing_mannequin lods
5 Days Ago
Set MP5 high for the same reason
5 Days Ago
Every projectile weapon now has a maximum effect distance that the effect can be heard Set the bolt to an insanely high value (FOR TESTING - NOT FINAL)
Rin
5 Days Ago
Fixed water bodies
5 Days Ago
Effects can now be provided with a max distance If this new max distance is provided then we will do an additional distance check to see if the effect should be sent to any connection within the new max distance Eg effect will check distance to see if the other player is close enough regardless of default network range
Rin
5 Days Ago
More terrain sculpting and smoothing
5 Days Ago
Add in convar to enable/disable long distance sounds, force the longer ShouldNetworkTo entity signal check if i or occlusion are enabled
Rin
5 Days Ago
Added safezone and sentry
6 Days Ago
Run scene2prefab (skip HLOD)
6 Days Ago
Only show sleepingbag team labels if: Sleeping bag and player are in building priv Have a hammer out
6 Days Ago
more_ui_fixes_3 -> main
6 Days Ago
Fix a problem which would sometimes not display your favourite servers Reduce the amount of search pruning: it was too severe: We were overly pruning servers based on wipe and play times, but servers in the favourites aren't guaranteed to having these values. This was causing us to excessivly prune search results that didnt need to be pruned.
6 Days Ago
Never skip checking objects for references or we'll delete things we need
6 Days Ago
Remove left over log in loading screen
6 Days Ago
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6 Days Ago
more_ui_fixes_3 -> main
6 Days Ago
PT Boat progress
6 Days Ago
Disable flattening on a few more components Remove duplicated DungeonGridLink in entrance_ferry_terminal
6 Days Ago
tweaked mannequin skinning to work better with poses
Rin
6 Days Ago
WIP water bodies
Rin
6 Days Ago
Add workcart spawn
Rin
6 Days Ago
Re-enable vine trees added icelake altered iceberg
6 Days Ago
Cabinet casts a cookie'd spotlight forward. + Related files.
6 Days Ago
Test scene changes
6 Days Ago
Can drive in between obstacles better Left side preference seems to be the way to go Increase distance awareness
6 Days Ago
Better avoidance model Rather than appending left,right,left,right directions append all left centre then right When picking an avoidance direction attempt to pick a side that that containues with the ongoing steer, eg pick a left side if currently going left Flip steering direction (was steering left when meant to be right)
Rin
6 Days Ago
Added different triggers, NPCs, Static vendirng machines
6 Days Ago
Merge from foliage_displacement_improvements
6 Days Ago
Merge from main
Rin
6 Days Ago
merge from main
6 Days Ago
Merge from s2p_flatten
6 Days Ago
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7 Days Ago
Run scene2prefab (skip HLOD)
7 Days Ago
Merge from main
7 Days Ago
Update
7 Days Ago
Remove redundant DungeonGridInfo component from ferry terminal train tunnel entrance
7 Days Ago
Handle references to any component instead of just transforms, just to be safe Fix DungeonGridInfo NRE because DungeonVolume is no longer a child after flattening Fix animators breaking after S2P flattening