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138,591 Commits over 4,352 Days - 1.33cph!

12 Months Ago
changed ui sounds to cloth and burlap sack
12 Months Ago
Updated bounds of all container corpses
12 Months Ago
Fixed some rail / road / river intersection issues
12 Months Ago
LR300 - Fixed dust cover looking black/broken mesh normals in viewmodel. (Fixed model and rebuilt prefab from scratch)
12 Months Ago
- add biome overrides for river material parameters (blends to different parameters as river travels through biomes) - expose subsurface parameters on all water types (instead of sharing with ocean)
12 Months Ago
set pickup sound on sunken combat knife and original combat knife to metal deep instead of bone
12 Months Ago
Corpse ingredient tweaks
12 Months Ago
Collider fix on retro and shockbyte tc corpses
12 Months Ago
Disabled show health info on elec furnace corpse
12 Months Ago
Improved corpse repositioning on ground missing
12 Months Ago
renamed sunken knife token description viewable in repair bench to "Sunken Combat Knife"
12 Months Ago
increased ironsights intro speed
12 Months Ago
viewmodel animator updates - ads is now a state outside of the idle allow for a transition and stop snapping (both unloaded and loaded) - dryfire also goes back directly to ads state if enabled - cleaned up animator
12 Months Ago
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12 Months Ago
enabled mipmaps on horse costume
12 Months Ago
bow_fixes_2 -> main
12 Months Ago
toggle crouch fade on horse costume
12 Months Ago
Fixed bows showing every arrow head on init
12 Months Ago
Added AO and spec textures to Riot Helmet
12 Months Ago
Fix compile error
12 Months Ago
range_volumes -> main
1 Year Ago
Visualise the trigger range of: Autoturret Flame Turret Shotgun Trap
1 Year Ago
Bugfix: ServerDemoPlayer - handle player reconnecting multiple times Not 100% sure it's the correct way, but I think it works for now. Tests: played back new staging demo 3 times
1 Year Ago
reduce the alpha on the zone material
1 Year Ago
Merge from creative_alwayson
1 Year Ago
Fixed issues with HBHF sensor visualisation
1 Year Ago
fixed a spot where you could get stuck at satellite dish
1 Year Ago
Updated Construction and Weapon desc based on feedback, also fixed some grammar/typo errors
1 Year Ago
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1 Year Ago
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1 Year Ago
Added support for tesla coil
1 Year Ago
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1 Year Ago
Change fogmachine and snow machine checks to work the same as everything else
1 Year Ago
Added support for igniter
1 Year Ago
Added HBHF sensor range visualisation
1 Year Ago
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1 Year Ago
Tests: replace Assert.AreEqual with Assert.IsTrue - Brings TickIntrpolatorCache test from 30s+ down to 6s Turns out AreEqual is slow and inflates the test times by quite a bit. Tests: ran unit test
1 Year Ago
Plugged existing AO texture into all variants of Snow Jacket
1 Year Ago
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1 Year Ago
Double Barrel Shotgun - Added Sights material to the skinnable list, making it avaliabe for creators. Also increased Sights textures resolution from 256 to 512.
1 Year Ago
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1 Year Ago
Updated TV collision and fixed emissive materials
1 Year Ago
Optim: TickInterpolatorCache reduce number of segments being copied when growing Unit test is still slow, need to dig a bit more Tests: ran unit tests
1 Year Ago
Added new baked AO to all variants of vagabond jacket
1 Year Ago
Updated First Aid Cabinet Collider Updated Wall Mounted Coat Hanger Collider
1 Year Ago
Added pump arm to sprayer entity, removed it from backpack model
1 Year Ago
Add a menu option to turn on/off drawing range volumes
1 Year Ago
- Fix croc attacks reaching too far - Update AI distance checks to take into account the target player speed + our root motion to predict the position at impact - Remove distance cache, adds complexity and bug potential for too minor of a perf gain - Add inferedSpeed and inferedVelocity fields to basePlayer, less accurate than estimatedSpeed but more stable
1 Year Ago
Merge: from parallel_validatemove - more debug to track down null baseplayer Tests: local editor SERVER+CLIENT session
1 Year Ago
merge from softcore_update/deployable_corpse