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154,664 Commits over 4,536 Days - 1.42cph!

1 Year Ago
RPG Standard Ammunition - Setup Model, Lods, Material, Textures and updated initial prefab
1 Year Ago
merge from codelock_entercode_cache
1 Year Ago
Increased the cache duration of IsBuildingAuthed calls from entity menus using the PrioritizeIfNotWhitelisted attribute Only used by codelocks Menu_Enter_Code so far
1 Year Ago
Setup Single and Dual 50 Cal LODs and Colliders
1 Year Ago
tweaks to culling distance to several prefabs
1 Year Ago
Merge from parent
1 Year Ago
basic HLOD setup for floating cities, S2P - will improve the brew in further iterations
1 Year Ago
anim updates for feedback notes
1 Year Ago
floating cities s2p
1 Year Ago
swapped mountable chairs left on all barges
1 Year Ago
1 Year Ago
swapped mountable chairs on floating docks
1 Year Ago
cleared flow on the supply barge middle area a bit for easier traversal some polish on small security tower set dressing
1 Year Ago
merge from save272 - Staging wipe
1 Year Ago
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1 Year Ago
medical barge set dressing polish
1 Year Ago
merge from main
1 Year Ago
security prison barge set dressing polish
1 Year Ago
merge from crosshair_allocs
1 Year Ago
network++ save++
1 Year Ago
merge from meta_shift/loot
1 Year Ago
Fix crosshair allocs
1 Year Ago
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1 Year Ago
configurable states/lighting, alpha fresnel, z test with post opaque
1 Year Ago
Add analytics when puzzles reset - how long it took before reset and how long players spent inside / blocking the puzzle - log puzzle reset settings and monument of the puzzle
1 Year Ago
scientist_boat_ai -> naval_update
1 Year Ago
Compile fixes
1 Year Ago
Codegen after merging naval update
1 Year Ago
Merge from httpimage_cache
1 Year Ago
Fix HttpImage not working with extensionless image URLs
1 Year Ago
Fix for sound assets not being saved on config, assigned sound assets
1 Year Ago
Swap garage door mesh to a mesh renderer when its fully closed or open, so they can batch together Keep the skinned mesh only when its busy (opening or closing)
1 Year Ago
naval_update -> scientist_boat_ai
1 Year Ago
Fix compile error with our new changes
1 Year Ago
Remove a dumb 200 byte allocation on our blur step
1 Year Ago
Codegen
1 Year Ago
Integrate RHIBs into the deepsea Spawn them in cool triangle formations (auto generate groups) Wiping the deep sea will wipe rhib group info
1 Year Ago
Only try and maintain cohesion in the wander state Add some methods to wipe coordination when the deep sea resets
1 Year Ago
monument event notifications sounds
1 Year Ago
simple boid behaviour in groups groups will attempt to stick together as much as possible
1 Year Ago
Add 'grouping' system: Boats can be spawned in groups If one of the group members targets an enemy we can ensure all of the boats target the same one, this keeps them all focused and together
1 Year Ago
merge from modding_cui_merges -> main
1 Year Ago
Add Vector4Ex.Parse(), switch from Color.Parse() -> Vector4Ex.Parse() - update Vector3Ex.Parse() to use TryParse() like Vector2Ex.Parse() (safe because the method is only used in one place in codebase surprisingly) - add some comments too
1 Year Ago
merge from laserdetector_fastvehicles_fix
1 Year Ago
Fixed laser detector not detecting fast moving vehicles reliably
1 Year Ago
Fix compile error
1 Year Ago
Fixed bucket container_a prefab Added lights to one of the string lights as a test Casino mesh changes Nephorlepis static prefabs Flourescent_e light prefabs Added triple_light prefab with built in lights Sand_pile_a prefab and model Casino interior dressing progress
1 Year Ago
Update from repo after merging 9 slice support
1 Year Ago
merge from main -> modding_cui_merges
1 Year Ago
merge from io_serverrestart_fix