131,019 Commits over 4,232 Days - 1.29cph!

42 Days Ago
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42 Days Ago
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42 Days Ago
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42 Days Ago
merge from Puzzle_rooms
42 Days Ago
Added new material and texture for livestock
42 Days Ago
Silo is now T3 red card puzzle monument, spawns advance fragments - added additional 3 elite crates to R.U.S.T nuke room Radtown puzzle room now had military crates s2p
42 Days Ago
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42 Days Ago
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42 Days Ago
Anchor, cannon, plank, sail, steering wheel and small engine can now all be picked up using the hammer during edit mode.;
42 Days Ago
Trim input on crosshair import popup Increase char limit to 50 and change overflow mode
42 Days Ago
merge from main
42 Days Ago
drone camera view can look further down (60->80)
42 Days Ago
Bunch of loading fixes
42 Days Ago
Fixed portal width extending over the terrain margins
42 Days Ago
require drones to be marked hostile for sentry and SAM targetting
42 Days Ago
building plans prop anims edited
42 Days Ago
blueprint fragment backface fix blueprint world model fix (changed to optimized LOD components)
42 Days Ago
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42 Days Ago
merge from supply_drop_fragment_fix
42 Days Ago
fixed basic fragments not spawning in supply drops, Was only spawning during primitive
42 Days Ago
rock variant updates
42 Days Ago
merge from naval_update/deep_sea
42 Days Ago
Merge: from baseplayer_vis_nre - Potential(low chance) bugfix for NRE on spectate end - Breadcrumbs in case it's not fixed Tests: editor and standalone build spectating loop
42 Days Ago
Manifest update, cleanup
42 Days Ago
Clean: remove hacky testing code changes Tests: editor compiles
42 Days Ago
Bugfix: potentially fix BasePlayer Vis NRE - Added extra logs to catch other sources - Refactored code to extract invariant checks Not confident it'll actually solve it, if it does - can remove extra logs Tests: using spec_loop command to force client to quickly spectate-then-stop in a loop. Tried both in editor and standalone builds - no issues(though I couldn't repro it originally this way anyway)
42 Days Ago
merge from naval_update/deep_sea
42 Days Ago
Removed beach entities on tropical1, kept the meshes only for now S2P
42 Days Ago
merge from naval_update/island_scenes
42 Days Ago
Renamed deep sea tutorial island
42 Days Ago
New 50 cal bounds
42 Days Ago
Changing number of threads via convar will properly end the active threads and create new ones, remove unused fields, re-hook loading from save if it exists
42 Days Ago
Disable 50 cal colliders for now Was intersecting with the PT Boat
42 Days Ago
Fix bone name collisions with my crappy year old tool
42 Days Ago
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42 Days Ago
Merge from naval_missions
42 Days Ago
Reapply monument changes
42 Days Ago
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42 Days Ago
tarp fixes and added new variations
42 Days Ago
Further pivot point and spawn point refinements
42 Days Ago
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42 Days Ago
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42 Days Ago
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42 Days Ago
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42 Days Ago
Tropical island1 setup
42 Days Ago
Merge from /main/vm chainsaw update
42 Days Ago
Improvised walkway LOD/COL/Prefab progress
42 Days Ago
Random materials