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14,761 Commits over 2,619 Days - 0.23cph!

1 Year Ago
Merge from Blunderbuster
1 Year Ago
Added "Tools/Find/Culling Volume one way connections" Fixed missing connections in cave_large_sewers_hard, cave_medium_hard, cave_small_medium, cave_large_sewers_hard
1 Year Ago
Fix NRE when attempting to repair an item and removing the item from the repair bench at the same time
1 Year Ago
Update conflicting prefab id on br_sphere prefab Manifest
1 Year Ago
Fixed mesh import settings on a bunch of divesite meshes Fixed seaweed decal not rendering (incorrect decal layer)
1 Year Ago
Switch to a blend tree
1 Year Ago
Added support for multiple IViewmodelComponents on a single viewmodel Added BlunderbussViewmodel component that adds a shotsLeft state and lerps between three layers based on how many shells are left
1 Year Ago
Added new SwapAmmoParticle class, same functionality as SwapAmmo on viewmodels but swaps a material on a particle effect Applied to 3rd person reload effect on HCR, shells dropped will now have the correct material
1 Year Ago
Merge from world_update_2
1 Year Ago
Further checks on waterball splash logic to prevent a splashing through foundation edge case
1 Year Ago
More culling volume fixes in cave_medium_hard
1 Year Ago
Manifest rebuild
1 Year Ago
Add harvestable layer to F1 layer tools
1 Year Ago
Batch mussel meshes
1 Year Ago
Fixed most rocks in divesite_d double rendering
1 Year Ago
Batch barnacles
1 Year Ago
Another possible fix for no collisions on the divesite plane
1 Year Ago
Enable divesite_plane_COL r/w
1 Year Ago
Blunderbuss + frontier hatchet backpack offsets
1 Year Ago
Fixed two possible cave configs that had misconfigured culling volumes that would result in seeing through into the void cave_large_hard, cave_small_medium
1 Year Ago
Only clear decals that are going to be recycled when playing back a demo shot, leave static monument decals untouched
1 Year Ago
Some prefab cleanup on divesite_d, still needs more work Fixed starfish_01 not culling Prefab replacer now selects the newly spawned prefabs
1 Year Ago
Added Tools/Find/Conflict ID Lookup tool Fixed campfire_on.static, cursedcauldron_on.static, lantern_on.static all assigned prefab id of 0 Rebuild manifest
1 Year Ago
S2P stables_b to fix missing HLOD on monument scene version
2 Years Ago
Possible fix for cave culling volumes incorrectly hiding themselves while a player is inside It appears MeshLOD may have been setting the meshfilter of some meshes to null before CullingVolume has a chance to build the volume bounds, leading to bounds that were too small Added debug.printCullingVolumeInfo to print the current volumes the camera is inside of for debugging
2 Years Ago
Fixed floating bottle in water_well_d
2 Years Ago
Fixed a culling volume setup in cave_small_medium that resulted in being able to see into the void
2 Years Ago
Speculative fix for MapMarkerCH47.SetupUIMarker NRE
2 Years Ago
Fixed floating IO wires in Radtown Fixed floating stack of license plates in Radtown S2P
2 Years Ago
Remove DontBecomeSolidWithPlayerInside component from waterball, it's deprecated and no longer used Fixed water ball spawning 1m in front of player even if they are standing in front of something solid, fixes sometimes being able to pour radioactive water though walls and killing plants Removed a useless GetComponent in FixedUpdate
2 Years Ago
Merge from world_update_2/merge_main (this brings this branch up to date with main)
2 Years Ago
Merge from parent
2 Years Ago
Merge from main
2 Years Ago
Tag hill cliffs as AllowBarricadePlacement
2 Years Ago
Unsaved
2 Years Ago
Allow debug.ent_find_radius to work in live gameplay (was just demos)
2 Years Ago
Fixed NRE when looking at water if radiation water map doesn't exist
2 Years Ago
Fixed water well food cache and npc spawner marked as Client Cull while breaks spawning when used in MonumentIsland S2P affected water wells
2 Years Ago
Update the liquid push targets if we encounter a push target that is no longer valid while moving water around
2 Years Ago
FIxed spawn point gizmos showing a secondary, incorrect cyan circle
2 Years Ago
Added more crate spawn points and standardised all of the dive sites to spawn the same amount of crates
2 Years Ago
Add shark spawner to the spawn groups list on new divesites so it won't retire until the shark is killed (matching behaviour of old dive sites)
2 Years Ago
Added a UseCurve option to GameObjectToggleState and an accompanying curve, if the curve value is greater than 0 it will be considered on Allows us to toggle an object on and off multiple times in a single state
2 Years Ago
Possible NRE fix in PushLiquidThroughOutputs
2 Years Ago
Fixed not being able to spray decals on half walls, low walls, doorways and windows when using the shipping container skin
2 Years Ago
Possible fix to CH47 killing it's mounted scientists twice, leading to some exceptions Also switched a string based invoke to a direct method call
2 Years Ago
Reapply PlayerLoot change
2 Years Ago
Merge from main (doing this on a branch as there were some tricky conflicts, will likely need manual fixes)
2 Years Ago
Swap out spawner
2 Years Ago
More divesite E fixes