198,677 Commits over 4,140 Days - 2.00cph!

1 Year Ago
Added "Double Sided" option to standard-spec, blend4way and blend4way-spec
1 Year Ago
rock formation prefabs (sea) radius and fade improvements
1 Year Ago
New: Adding Facepunch.Tests assembly for unit testing Facepunch libs, with ListExtension tests Motivation: when working on core libraries we gotta have confidence that we won't bork something somewhere by changing core algos&utils. With this test assembly, we have a common place to document behavior of Facepunch lib before we go modify it. Added 64 test cases for ListExtension changes (I couldn't reliably confirm in 3p multiplayer session). Test assembly configured in lean fashion. Tests: built all targets in editor. Ran all existing tests, including new ones being submitted. Observed ~10 failures in NavMesh and TextMeshPro, but new tests pass.
1 Year Ago
Trees now trigger OnPhysicsNeighbourChanged when falling down, cutting any attached tin can alarm wire
1 Year Ago
Wire deployable on trees Minor placement fixes Cleanup
1 Year Ago
weekly skins materials
1 Year Ago
Models and materials folders
1 Year Ago
propagated the latest changes into procmap stack
1 Year Ago
Commit missing change from private to public
1 Year Ago
Fixed player being left holding cards if they get kicked from a card table during a game for being idle for too long, at the same moment as an earlier player also gets kicked for being idle
1 Year Ago
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1 Year Ago
Added first pass win and lose anims - currently not hooked up to minigame
1 Year Ago
Merge from main
1 Year Ago
Merge from fishing_full_inv_fix
1 Year Ago
Fixed fishing tackle mission soft locking if the player has a full inventory when they try and return it (do the inventory full check before we clear the required mission items)
1 Year Ago
Added RPS icon for gesture wheel. Updated UI to match new designs.
1 Year Ago
Player model cleanup Added a blocking state to the 3rd person animator
1 Year Ago
Use dedicated `gameplay_analytics` convar instead of requiring the server to be official with stats enabled
1 Year Ago
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1 Year Ago
Added spawn.shielddummy command that spawns a bot with a shield equipped for testing
1 Year Ago
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1 Year Ago
First pass on damage logic Shields can take hits and the hits are absorbed by the items condition Shields can have different ProtectionProperties like a BaseCombatEntity Shields can take hits when mounted on the back and abosrb the damage like they were held Broken shields won't appear at all
1 Year Ago
improved visuals of the glass on the DPV altered texture and materials
1 Year Ago
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1 Year Ago
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1 Year Ago
Added relief map option to standard-specular shader
1 Year Ago
New faster and more accurate compute-based relaxed cone map generator
1 Year Ago
mat change
1 Year Ago
Merge from main
1 Year Ago
Lighting prefab backup / Volume fuckery
1 Year Ago
Hill cliffs proc map settings
1 Year Ago
Hill cliffs progress and mid size variants
1 Year Ago
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Merge from cached_ping_query_reduction -> main
1 Year Ago
Reduce log spamming
1 Year Ago
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1 Year Ago
Fix clients getting stuck during loading after changelevel
1 Year Ago
Add proxy circle behaviour to wolf to test anims
1 Year Ago
Recipe, description and placeholder icon
1 Year Ago
AI can now trigger tin can alarms
1 Year Ago
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1 Year Ago
Placeholder audio, repair & protection values
1 Year Ago
Moving everything to occlusion volumes WIP. Static candle prefabs support volumes.
1 Year Ago
Bike Cargoship Parent -> Main
1 Year Ago
Added an IDetector interface so the tin can alarm doesn't have to inherit from BaseDetector and IOEntity