223,970 Commits over 3,684 Days - 2.53cph!

39 Minutes Ago
Fixed a few asset references Much faster FX decay time UI reflects entire inventory now. Add USP, fixed bug where all weapons would be active on startup
53 Minutes Ago
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1 Hour Ago
4k sks texture sets and materials
1 Hour Ago
added residential door to radtown houses tweaked valpha on windows bar for a tad more oomph
1 Hour Ago
created a residential hinged door from previous residential building door
1 Hour Ago
Temporarily use batch publisher for "Upload" button in AssetPublishWidget, since it's doing nothing currently Don't make asset metadata for cloud assets, since we're mounting downloaded cloud stuff first, asset browser tag code is generating fake metadata for all this cloud stuff and causing problems when we're wanting the real metadata
1 Hour Ago
Removed whitespace
1 Hour Ago
Removed debug spam
1 Hour Ago
network++ save++
2 Hours Ago
FootShuffle -> MoveRotationSpeed, drive it by actual rotation not desired target angle
2 Hours Ago
CitizenAnimationHelper: FootShuffle becomes more generic MoveRotationSpeed, update docs for what this parameter is doing now
2 Hours Ago
Citizen/animgraph: renamed "move_shuffle" to "move_rotationspeed" & made damping on the feet shuffle nodes more aggressive
3 Hours Ago
Fixed parented wires not being updated when opening/closing the door when wiring
3 Hours Ago
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3 Hours Ago
powerlines ziplines prefab rebuilt
3 Hours Ago
updated textures for legacy crate
3 Hours Ago
Fixed heat haze artifacts on incendiary rocket explosion
3 Hours Ago
fixed cargo ship harbor container displaying further than the others
3 Hours Ago
View package details Fix local packages not showing detail Start on Uninstalling, Switching Versions Cleaner library adding
4 Hours Ago
Fix errors when have no reference to items
4 Hours Ago
Restored a method widely used by plugins
5 Hours Ago
subtract 96396 bradley_scientists_changes until my Unity starts working
5 Hours Ago
Implementing some of QA's first round of feedback on radtown redux S2P
6 Hours Ago
primitive colliders for generic doors and windows frames
6 Hours Ago
merge from huntingtrophygibs
Today
merge from harbor_crane_ramp_fix
Today
merge from bradley_scientists_changes
Today
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Today
merge from mission_improvements_may_24
Today
merge from storage_adaptor_parent_fix
Today
merge from physical_keys
Leaderboard backup, run #11298
Today
Set use physical keys back to off, was possibly enabled as part of the 2022 upgrade
Today
Functional motorbike kickstand, some refactoring
Today
Crossbow & legacy bow fire arrow visual upgrades.
Today
Compound bow 3rd/1st fire arrow updates.
Today
Comment out PingEstimator spam
Today
Fire arrow projectile visual revamp Trimmed the trail renderer from it for performance, since it's covered by smoke trail anyway Arrow now illuminates a little bit around it mid-flight.
Today
Isolate EffectParent changes to the flamethrowers via a new separatedEffect field, should only be used if animators are causing interference
Today
Fixed flamethrower vms getting strangely offset particle effect spawn positions Not entirely sure how but they seemed to be getting affected by the parent animator in a negative way, so they now live in a separate hierarchy and I've updated the EffectParent script to handle this situation
Today
Tracking down a very weird NRE that we can't reproduce. Modified SpawnScientist in CH47HelicopterAIController
Today
Fixed water bucket VM fluid sim not working with viewmodel camera Also did some general cleanup of the fluid sim script
Today
Fixed sleeping bags preventing door controller deployment
Today
Reworked fire arrows on hunting bow viewmodel
Today
Recache viewmodel renderers on molotov
Today
S2P both harbors
Today
Merge from main (needed for S2P)
Today
Remove kinematic rigidbody from client side cotnainer pickup crane, seems to fix strange mobility issues on stair ramps Also cleaned up the prefab a bit to clear out a bunch of unused transforms on the server Will need a S2P on both harbors once merged to main
Today
Automatically spawn players at random points on the map every half second (and then kill them)
Today
Make sure we run interpolation on the new loop, this is being rewritten atm so I don't wanna touch it Optimize GameObject.Network, we do not need to constantly find the network root, it should only be set on network spawns and parent changes