141,488 Commits over 4,383 Days - 1.35cph!

5 Hours Ago
fix label of new io info on item
5 Hours Ago
Workbench level 2+3 loot panel assignment
6 Hours Ago
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6 Hours Ago
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6 Hours Ago
fixed missing texture on tier 2 workbench
6 Hours Ago
Add a workbench vitals prefab with the new setup, replace existing ones with it.
Today
drag consistency fix - track generated rays on each drag projection plane, in some situations it could result in generating an extra ray and alter drag values - all tests now passing
Today
Mannequin fbx update
Today
Merge from vital_icons
Today
merge from main
Today
Ton of general workbench client/server compile fixes
Today
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Merge from chainsaw_hotspot_gathering
Merge from main
Today
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Fix server log when throwing items at trees and ore nodes
Today
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Today
Add a convar to gate the icon display behaviour.
Today
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Today
Switch to FacepunchBehaviour. Reduce icon tick and move it to invokes.
Today
merge from main
Today
stripped back workbench 2, added new corpse
Today
Cleanup
Today
Move all standard shader inputs into one cbuffer, guard other files with #ifdef (included through `Standard.cginc`)
Today
Update prefab MetalIceVest
Today
IceMetalChestplate and IceMetalFacemask setup
Today
updated workbench tier3
Today
workbench tier 1 corpse update
Today
WIP show icons of equipped upgrades in workbench vital panel
Today
Bugfix: protect network group networkables access since it's lazy initted now Tests: opened deepsea on craggy, ran `deepsea.printentitycount`, flew around craggy and open waters, entered and left deep sea, killed scientists from far away
Today
added test case to retest specific known-failing drag consistency tests - adjust TestFixture to allow it to run non-public test methods so my dodgy BoatRotFailSetup test parameter struct doesn't need to be public
Today
Merge from main
Today
Merge from main
Today
Undo of 147532 - Subtract 147512, 147798, 147486, 147475 (networkgrid_iterationspeed_changes)
Today
Merge: from main Will need to subtract some stuffs
Today
Remove conflicting shader directory
Today
Fix shader errors
Today
Set up layer structure in new prototype shader
Today
Split StandardLayers into types and functions
Today
merge from parent
Today
merge from main
Today
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Today
Cherry-pick new standard shader prototype
Today
Added the default light cookie for spot lights and a white cubemap for point lights that don't have a light cookie assigned
Today
Added support for custom light cookies when shadow caching is enabled
Today
Merge from terrain_renderer
Today
Merge from main
Today
Fixing ocean topology floodfill not reaching certain sections behind road crossings
Today
Rentable shop first pass setup, just setting up verison A for now Can open and close the shop via E for now Enabled/disables appropriate roots on the prefab to hide/show shutters, interior contents, etc (bonus side effect, we can disable all of the interior set dressing while the shop is closed) Spawns a shopkeeper and invisible VM when opened
Today
Subtract 147512, 147798, 147486, 147475 (networkgrid_iterationspeed_changes)