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137,787 Commits over 4,474 Days - 1.28cph!

11 Months Ago
Cargo can't hit oil rig when exiting the map Cherrypicked cargoship.egress command from deep sea branch
11 Months Ago
merge from fix_sam_site_reload -> main
11 Months Ago
merge from hackweek_crosshair_customization
11 Months Ago
Fix crosshair not getting initialized correctly with the settings
11 Months Ago
Cargoship path no longer goes around oil rigs
11 Months Ago
Fix sam sites not reloading after a period of inactivity - fixes SAM sites shooting <6 rockets before pausing to reload when an MLRS strike happens (or air vehicle but that's not as much of an issue) - will automatically reload after 45s of no target (convar `autoreloaddelay`) - rename Reload() -> LoadAmmo() because the reload code wasn't actually loading ammo
11 Months Ago
Update tooltip phrases, rename static 2 to semi-static Fix some options not getting darker on hover
11 Months Ago
Allow spacing to bet set closer to 0 for more customization freedom, like making small crosses Set opacity to 1 instead of 0.8 when dynamic
11 Months Ago
merge from modding_drone_tax -> main
11 Months Ago
fix rain button not displaying particles, added parameter to set initial rotation when loading objects into scene
11 Months Ago
Add `ent dronetax {Amount or Item Name}` to manually change drone tax for testing
11 Months Ago
merge from modding_drone_tax -> main
11 Months Ago
Reapply proto changes Only send delivery fee in network data, don't save to disk
11 Months Ago
Cherrypick CS 113029
11 Months Ago
Make preview crosshair size more similar to the real crosshair, it was very slightly off before
11 Months Ago
Fixed warmup method not waiting before calling PostWarmupPage
11 Months Ago
Fix settings preview crosshair staying visible when switching away from the settings tab, also stop it from updating when it doesn't have to
11 Months Ago
merge from modding_max_hp -> main
11 Months Ago
- fix ent commands sometimes showing "no command found" - modified setmaxhealth command to work with new maxHealthOverride - clamp maxHP after overriding it - fix compile errors
11 Months Ago
Code review: - Use ForceMode.VelocityChange - Scale by bike performance fraction - Max 10 bunnyhop multiplier force - Recalibrated bunnyhop force values during testing - Cleanup of old and new input state checks
11 Months Ago
merge from main -> modding_max_hp
11 Months Ago
Add `maxHealthOverride` to BaseCombatEntity so any entity can have their max HP overridden - setting it to anything >0 will cause MaxHP to be overridden on both server & client - check for maxHealthOverride in every MaxHealth() override - works for all entities (except nodes because they don't show their HP to client) Add `ent maxhp` command to allow setting max HP to a non-default value
11 Months Ago
Halloween Wallpaper - Final textures, WIP Icon placeholder
11 Months Ago
Merge from main
11 Months Ago
Missed commiting .proto file for `fix_turret_interference_order` branch (filtered to .cs files)
11 Months Ago
Boat building station triggers setup. Cleanup.
11 Months Ago
merge from fix_turret_interference_order -> main
11 Months Ago
merge client_io_standalone_lines to naval_update
11 Months Ago
merge from naval_update
11 Months Ago
merge from main
11 Months Ago
Comment
11 Months Ago
Added new emission features to the Standard (Specular Setup) shader and fixed a null ref
11 Months Ago
Serialize list of interfering turrets during save so we can restore the same state after restart
11 Months Ago
Add toggle for DepthOfField in workshop scene, add tooltips to all control toggles
11 Months Ago
Regenerate manifest
11 Months Ago
Added a generic await WaitForWarmedUp method in UI_Page
11 Months Ago
Fixed a tmp nre caused by UI_Page text caching
11 Months Ago
Added comments in store warmup methods
11 Months Ago
Anim updates for smg and l96
11 Months Ago
Rejigged barge prefabs to centre pivot at origin, fixed transforms in scene. Vert painted barge surfaces on supplies, farm, food market.
11 Months Ago
Convert prefab ship wires to new client IO wires, disable ship wires on the server in every variant.
11 Months Ago
Hooked up the custom emission mask UV tiling and offset and made the emission scroll velocity only show the X and Y fields
11 Months Ago
added some mannequin prefab variants for poses
11 Months Ago
merge from workshop_colourpicker -> main
11 Months Ago
fix compiler errors
11 Months Ago
centered pivot of security barge and refactored prefab hierarchy. Merged the prison sub prefab into the sec barge prefab as it was a bit redundant
11 Months Ago
Can attach boat AI to an existing RHIB Abstract out the bow and stern transforms to just Vectors (stops allocations for nothing)
11 Months Ago
Added optional blinking and scrolling features for emission on the standard shader
11 Months Ago
Merge from main
11 Months Ago
re added skeletonjail prefab