194,072 Commits over 4,079 Days - 1.98cph!

39 Minutes Ago
Manual Anchor blockout and initial prefab setup
44 Minutes Ago
General Item Overlay design
1 Hour Ago
RPC fix
1 Hour Ago
minor changes to sails
1 Hour Ago
Schizolobium second pass + feedback
1 Hour Ago
Tightened up zigg collision
1 Hour Ago
Merge from pickup_volume
1 Hour Ago
Finished pickup volume code implementation Added volumes to half height bamboo shelf, bamboo wall shelf, regular shelves Enabled pickup on all of the above
2 Hours Ago
merge from main
3 Hours Ago
Steering Wheel Tier 2 Blockout placeholder
3 Hours Ago
Female lods Male lod improvements
3 Hours Ago
Functionality and code gen
3 Hours Ago
merge from io_consistency
3 Hours Ago
Fixed Couldn't create convex mesh error "rocking_chair_varient2_LOD0" A rocking chair worldmodel was using the wrong mesh for its collider
3 Hours Ago
WIP friend authing. Assign dialog bog to tugboat privilege prefab now I've actually found it.
4 Hours Ago
merge from trianglehatch_deploy_fix
4 Hours Ago
Improved triangle ladder hatch deploy volumes, won't be blocked by random nearby deployables anymore
4 Hours Ago
Fix frustum culling by skipping damage tracking as a temporary workaround
4 Hours Ago
merge from swapseat_binds
4 Hours Ago
merge from main
4 Hours Ago
Put debug code behind conditionals, disable primitive rendering option, instancing now on by default, dispose all buffers on destroy, move buffers init to after all placements have been added to list, revert sections to main where possible, remove opt vertex macros and noise gen compute.
4 Hours Ago
merge from vehicle_trigger_damage_fixes
4 Hours Ago
moved trigger catcher prefab out from autospawn directories so the server stops complaining about it
5 Hours Ago
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5 Hours Ago
Bootstrap page, Loading Screen design
5 Hours Ago
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5 Hours Ago
Added swap to seat 7 and 8
5 Hours Ago
Fixed an oversight in swapseats
5 Hours Ago
Merge from incap_dart_blur
5 Hours Ago
merge from main
5 Hours Ago
merge from main
6 Hours Ago
Switching blunderbus and T1 SMG to use original camera movement
6 Hours Ago
Trying a blur and darken combo for incap dart. Added a screen_blur_heavy post processing file.
Today
WIP new PickupVolume system Works like a DeployVolume but denotes a space that must be clear of other deployables before an item can be picked up Setup on bamboo shelves for testing
Today
Merge from targeting_attachment
Today
Add a temporary icon, crafting costs Improved responsiveness of deleting pings, no longer wait for the double tap duration if hovering over an existing ping
Today
New Targeting Attachment weapon mod, allows the player to use pings while the weapon with this attachment is equipped
Today
Merge from new_silencers
Today
Adjusted new silencer position on custom smg, spas12 and pump shotgun
Today
Added spawn.loot_population_test, if set the spawn system will use that value as the current number of players on a server. Useful for testing loot drops in different conditions
Today
Also cap the PlayerExcess method with population_cap_rate, which uses the Spawn.player_base convar to determine loot frequency
Today
Only apply population_cap_rate if it is higher than the actual population cap, will prevent servers with small caps getting their loot sped up inadvertently
Today
Added spawn.population_cap_rate, when set acts as a cap on how fast loot can spawn when being scaled by player count Defaults to 300, so loot will spawn on servers with a higher population as if it is on a 300 pop server Can be set to 0 to revert to the old behaviour
Today
Merge from main
Today
Fix possible inconsistent RNG placements, use minimum radius to avoid noticeable culling with shadows, increase cell plane test bias to compensate
Today
Merge from apple_improvements
Today
Now need 1 apple to cook an apple pie (was 2) Added apples to the possible sale options at water well vendors Increased chance of finding apples at water well food caches
main -> syncvars