197,123 Commits over 4,110 Days - 2.00cph!

Yesterday
Fix scientists not shooting back when sniped from very very very far away
Yesterday
Hook up twitch drop data on the clientside
Yesterday
Wire up 'latest changeset' data on the clientside manifest
Yesterday
Add some Y offsets to the buoyancy points on the walkway prefab
Yesterday
Merge from indirect_instancing (complete working changes)
Yesterday
Enable instancing on all supported materials
Yesterday
Enable Read/Write on all prefab meshes
Yesterday
Build manifest
Yesterday
Fix scientist flicking too fast when hurt or hearing sound while they are unaware (bug in suppressive fire)
Yesterday
merge from erosion
Yesterday
Remove UI window and fix escape captures
Yesterday
Prevent shooting too long at where target was after it left
Yesterday
Bring scientist health back to what it was, hook hazmat protection values on top
Yesterday
add ui window script to modal on inventory
Yesterday
Prevent noise event boxing and allocation when used in hashset
Yesterday
pushing inventory changes, dialog still borked
Yesterday
Add Hidden/Rust/Spatial Biome Fog/Shadow Map Downsample and Hidden/Rust/Spatial Biome Fog/Terrain Maps Process to always included shaders (Project Settings -> Graphics)
Yesterday
Fixed connection modal not opening after my last set of changes Ensure modded references the correct category counter
Yesterday
Allow UI_Window base implementations
Yesterday
Fixed new crafted item popup throwing NREs Removed old new item popup
Yesterday
Updating cow fbx with bones
Yesterday
Changed verticle abyss mesh collider material from wood to metal
Yesterday
Further session page and connection modal changes
Yesterday
Attempt to fix crafting
Yesterday
merge from main
Yesterday
Don't fail builds when file timestamps could not be set
Yesterday
Improve automated indirect instancing tools
Yesterday
Crafting and New Item prefab redesign + setup
Yesterday
Merge from naval_update
Yesterday
Merge from main
Yesterday
potential SpatialBiome shader fix
Yesterday
merge from main
Yesterday
Testing floating entity script
Yesterday
Bring back compute changes
Yesterday
merge from indirect_instancing (code, shaders, prefabs)
Yesterday
Bring back supported shader changes and includes
Yesterday
Bring back prefab changes
Yesterday
merge from SmallBox_Shadows
Yesterday
merge from /main/jungle_update/spatial-biome-fog/fogmethod1
Yesterday
restoring 124061 merge from jungle_update/spatial-biome-fog/fogmethod1
Yesterday
merge from abyss_containers
Yesterday
Added server.pveBulletDamageMultiplier convar, set to 1.5x on hardcore, affects all damage going from a player -> npc
Yesterday
Added server.respawnTimeAddition convar, adds the given amount of time to all respawn points (bags/beds/etc, won't apply to beach respawns) Set to 25m for hardcore, brings sleeping bag cooldown to 30m Subject to change!
Yesterday
Reworked how we handle loot distribution changes, each item now has a loot distribution type and the game mode can raise or lower the weights of all items with that type. Only has a firearms options right now This is independent of the item category as we need to be a bit more fine grained, it's also a bit mask so an item could be in more than one category (eg. firearms and military) Added a 50 point modifier to all firearm spawns in loot containers, should double chance of finding guns (needs more testing) Added the firearms loot type and crafting restrictions to all firearms: Military Flamethrower P17 L96 Python Double barrel shotgun Pump Shotgun Homing missile launcher HC Revolver MGL HMLMG M4 Minigun Revolver Rocket Launcher Bolt Rifle Eoka Flamethrower M249 MP5 Waterpipe shotgun Spas12 AK LR300 M39 M92 Semi auto pistol Semi auto rifle SKS Custom SMG T1 SMG MP5
Yesterday
Merge from main
Yesterday
Merge from mission_create_streamlining/outpost_spawning
Yesterday
Network++ save++
Yesterday
Merge from frontier_external_fixes
Yesterday
Even more strict handling of free spraying on frontier walls
Yesterday
Merge from main