125,640 Commits over 4,171 Days - 1.26cph!

4 Days Ago
UV Fix for spike trap
5 Days Ago
merge from main
5 Days Ago
fixed boat wall.window dimensions, made colliders snug
5 Days Ago
Merge from main and parent
5 Days Ago
Merge from main
5 Days Ago
elite crates have a chance to generate advance blueprint fragment loot lowerd chance of MLRS ammo
5 Days Ago
desc update
5 Days Ago
Removed stairs.wood block from global stair prefab, eliminating double reference (spotted in gibs)
5 Days Ago
hackable crate loot always contains advance blueprint fragments
5 Days Ago
basic and advance loot base setup
5 Days Ago
Workbench tier 2 and 3 now require 5 blueprint fragments - numbers subject to change - Workbench T2 - 5 basic blueprint fragments - Workbench T3 - 5 Advance blueprint fragments
5 Days Ago
Added basic and advance blueprint fragments - Damaged diagrams containing partial information to constuct a Tier 2 Workbench for advanced crafting. Several fragments are needed. - Precision schematics with complex information, multiple fragments are necessary for crafting a Tier 3 Workbench.
5 Days Ago
merge from main
5 Days Ago
More progress on choice of mission rewards - Rudimentary UI for previewing and selecting rewards in mission screen - More work on mission editor inspector nicely working with new rewards data
5 Days Ago
Rock/cliff files.
5 Days Ago
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5 Days Ago
update manifest for projectile error
5 Days Ago
fix HoldTypeAnimationOverride, setup for client testing
5 Days Ago
manually override raid, snow and temperature manually when players are inside the deep sea
5 Days Ago
merge from deep_sea/wipe
5 Days Ago
Fix static mode always visible ignoring client.crosshair Fix settings preview crosshair updating dynamically Add tooltip mention that spacing doesn't do anything in dynamic mode
5 Days Ago
Add separate set of sliders for chance of each weather preset inside the deep sea - only clear weather allowed: no fog, rain or storms (since that indicates the deep sea is wiping soon) - only modify the visual weather effects on the client, don't mess with the ocean simulation yet
5 Days Ago
pooled visuals, projectile throwing support, animator fixes, fix entity visual spawning
5 Days Ago
Players in the deep sea when it wipes are all killed by radiation Some cleanup
5 Days Ago
More splat tweaks.
5 Days Ago
Hook up all the convars so far to the options menu Switch to colour dropdowns for the colour settings Set/fix all phrases correctly with the new system, adhering to convention Move main crosshair enable/disable toggle into the new section Simplify / rename a few crosshair variables, add one more color option
5 Days Ago
Optim: ServerOcclusion - convert OcclusionIncludeRocks part of narrow phase to Burst Total generation time went from 240s -> 130s. There's still 80s worth of TestInsideTerrain to rewrite Tests: regenerated and visualzied in editor
5 Days Ago
Progress/backup
5 Days Ago
merge from meta_shift
5 Days Ago
large sail
5 Days Ago
Add cannon admin fire command, fix ballista admin reload using hardcoded ammo types (use available ammo types instead)
5 Days Ago
Add a way to disable rcon in editor prefs (Edit -> Preferences... -> Facepunch -> General)
5 Days Ago
New: AreInsideMesh - burst versions of IsInsideMesh - added unit tests Tests: ran unit tests
5 Days Ago
Add preliminary support for layers to indirect instancing
5 Days Ago
Fixed brightness flickering on indirect instancing objects when moving camera (inefficient variant)
5 Days Ago
Environment volumes in food and farm barges. Dock light LODs and decal fixes.
5 Days Ago
Reapply military tunnel radiation changes from `military_tunnels_radiation_consistency` without merging the whole of naval_update
5 Days Ago
Static prop version of sunflower with wind, and swapped out proxy WM versions. Updated manifest with missed planter variant.
5 Days Ago
gifted_bag_tugboat_pickup -> main
5 Days Ago
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5 Days Ago
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5 Days Ago
Bugfix: ServerOcclusion - don't ignore rocks that are close to the center of a subgrid cell Tests: regenerated and visualized in editor - seemed sensible, no gaps observed
5 Days Ago
Merge from night_lighting_fixes
5 Days Ago
Removed combined door from farm kiosk, set up separate prefab and nested. Replaced seed bag props in farm with static versions.
5 Days Ago
merge from naval_update -> deep_sea
5 Days Ago
Convars to config the wipe interval
5 Days Ago
exported chiansaw 3p deploy and attack anims that match viewmodel versions
5 Days Ago
Deep sea is saved and wipes every X hours When wiping: - move all players back to the main island - kill any entities inside - spawn the content again