137,952 Commits over 4,474 Days - 1.28cph!

10 Months Ago
Add a small helper collider to fishing_village_b to prevent getting stuck https://files.facepunch.com/jacob/1b2911b1/ShareX_e7JzS9nG2E.jpg https://files.facepunch.com/jacob/1b2911b1/Unity_LEpW1Z6TJo.jpg
10 Months Ago
merge from Puzzle_rooms
10 Months Ago
Added new material and texture for livestock
10 Months 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
10 Months Ago
Anchor, cannon, plank, sail, steering wheel and small engine can now all be picked up using the hammer during edit mode.;
10 Months Ago
Trim input on crosshair import popup Increase char limit to 50 and change overflow mode
10 Months Ago
merge from main
10 Months Ago
drone camera view can look further down (60->80)
10 Months Ago
Bunch of loading fixes
10 Months Ago
Fixed portal width extending over the terrain margins
10 Months Ago
require drones to be marked hostile for sentry and SAM targetting
10 Months Ago
building plans prop anims edited
10 Months Ago
blueprint fragment backface fix blueprint world model fix (changed to optimized LOD components)
10 Months Ago
merge from supply_drop_fragment_fix
10 Months Ago
fixed basic fragments not spawning in supply drops, Was only spawning during primitive
10 Months Ago
rock variant updates
10 Months Ago
merge from naval_update/deep_sea
10 Months 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
10 Months Ago
Manifest update, cleanup
10 Months Ago
Clean: remove hacky testing code changes Tests: editor compiles
10 Months 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)
10 Months Ago
merge from naval_update/deep_sea
10 Months Ago
Removed beach entities on tropical1, kept the meshes only for now S2P
10 Months Ago
merge from naval_update/island_scenes
10 Months Ago
Renamed deep sea tutorial island
10 Months Ago
New 50 cal bounds
10 Months 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
10 Months Ago
Disable 50 cal colliders for now Was intersecting with the PT Boat
10 Months Ago
Fix bone name collisions with my crappy year old tool
10 Months Ago
Merge from naval_missions
10 Months Ago
Reapply monument changes
10 Months Ago
tarp fixes and added new variations
10 Months Ago
Further pivot point and spawn point refinements
10 Months Ago
Tropical island1 setup
10 Months Ago
Merge from /main/vm chainsaw update
10 Months Ago
Improvised walkway LOD/COL/Prefab progress
10 Months Ago
Random materials
10 Months Ago
Make an actual item for the 50cal turret rather than using an m249
10 Months Ago
merge tropical1_prefab to deep_sea
10 Months Ago
Setup s2p for tropical1, bake the prefab
10 Months Ago
Imported audio files for the boat wheel deployed,ui grab, ui drop, turn loop, start turning, stop turning. Implemented those in code into the file SteeringWheel.cs.
10 Months Ago
Bake terrain mesh with LODs for tropical_1
10 Months Ago
Shadow cascades are now set to a minimum of 2 to minimize light leaking
10 Months Ago
Disabled map in the deep sea
10 Months Ago
Merge from naval_update
10 Months Ago
10 Months Ago
merge terrain to mesh utility into deep_sea
10 Months Ago
10 Months Ago
merge from naval_update/deep_sea/portal_effects
10 Months Ago
merge from naval_update/deep_sea