141,501 Commits over 4,505 Days - 1.31cph!

Today
basic squirrel setup
Today
merge from main
Today
Merge from attackheli_armour_damage
Today
Merge from main and heli gibs
Today
HealthThresholdToggle improvements
Launchsite / made the rocket factory ledge taller
Today
Merge from modular_car_handling_improvements
Today
merged flashlight refresh
Today
More tweaks
Today
Fix low res navmesh on ghost ships
Yesterday
Reduce the size of the main cabin collider so it doesn't block shots through the newly exposed gaps when panels come off
Yesterday
- updated turn on/off viewmodel anims - set up events for switch sounds in 1p and 3p - edited current 1p and 3p deploy sounds to fit new anims
Yesterday
Codegen
Yesterday
- Setup new Toggleable light weapon as a base type to cleanup the flashlight code - Prevent having to do two get components everytime TurnOffAllLights() is ran - Remove the hack in TipFlashlight
Yesterday
Glass AR - worldmodel texture update and resize, removed unused textures
Yesterday
Setup collider/visual toggle groups. Added "Col" to collider group names so they're unique in inspector lists.
Yesterday
basic rabbit setup, renamed all animation files for consistent prefix and lowercase
Yesterday
Attack heli specific code from earlier
Yesterday
radwater_buff_2 -> main
Yesterday
Buff radwater so it does significant damage to full kits Implement new scaling system that reduces rad amounts via sacled protection rather than straight values - used with only sprinklers + rad water
Yesterday
Remove the duplicate client colliders for front panel
Yesterday
Merge from main
Yesterday
HealthThresholdToggle list support
Yesterday
merge from analytics_wm_tris
Yesterday
Add worldmodel tri count for LOD0 meshes as field in item definition dump
Yesterday
session_modal_overflow_fix -> main
Yesterday
Fix description scroll not working Clamp some flex elements so the connect modal cant overspill anymore and stretch itself so much that you cant see disconnect
Yesterday
same as attack heli - setup hab armour colliders properly for both client+server so they can be removed properly added collision mesh for the frame updted prefab
Yesterday
First pass boiler room (random room) shell
Yesterday
Cargo ship no longer despawns its crates on server restart / does more loot cycles but randomly starts leaving inbetween - whole event should now saveload correctly - Saves the loot rounds that have passed, re-schedules the remaining correctly - Saves available spawn point indices so crates don't spawn on top of each other
Yesterday
Fix old ais fleeing when player jumps
Yesterday
HQM prefabs
Yesterday
give this a try cause why not
Yesterday
HQM ore texture and HQM collectible art
Yesterday
made chanegs to the attack heli colliders left, front and right panels so tht they can be toggled off when removed.
Yesterday
merge from main -> fix_hotbar_swap_overstack
Yesterday
merge from comfort_fixes
Yesterday
Bear rug: 100% comfort within 2m of the comfort trigger spheres. Gradual falloff until 3m. Rug: 100% comfort within 1m of the comfort trigger spheres. Gradual falloff until 2m. Previous fixes would have meant these deployables would have only given a solo player 25% comfort. Boosted values to not destroy years long gameplay behaviour
Yesterday
Update: add DynamicFullscreenSprite and DynamicGallerySprite to shadow respective fields on UI_StoreItemOverlayPage - updated StoreBundleTool to also inspect private fields marked with SerializeField - updated PageElementDrawer to render DynamicRef fields (and fix layout issues) - ran UpdateDynRefs Tests: inspected serialized prefabs
Yesterday
merge from main (conflicts resolved)
Yesterday
camera, obsidian knife, vampire stake texture reduction among others 11 maps 2048 -> 1024, vram 24.8MB -> 6.2MB
Yesterday
Changed functionality of flashlight to be like the torch, now r/click to turn on/off (press f removed) - New flashlightWeapon.cs - Updated animator with new states (viewmodel wants_on/is_on/ignite/extinguish/lit_idle) - Added 1st pass anims (wip) - setup different admires based on state - 3p setup - updated 3p states, new child controller & anim for turning on/off - Tool tip updated to reflect changes = BasePlayer-Server.cs (extinguish on sleep/disconnect) - RpcCalls.cs (dispatch table for Ignite/Extinguish)
Yesterday
Merge from main
Yesterday
merge from more_cliff_fixes
Yesterday
Merge from main
Yesterday
Add HealthThresholdToggle
Yesterday
set gib models to read/write enabled
Yesterday
removed blocker assets from branch & split up train tunnel parts
Yesterday
merge from demo_ui_2
Yesterday
Update: Add DynamicPagePrefab to "shadow" PagePrefab field on ItemStoreTakeover - added default picker rendering to DynamicResourceRefDrawer - ran StoreBundleTool to auto-assign DynamicPagePrefab Tests: inspected the prefab changes