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139,262 Commits over 4,505 Days - 1.29cph!

10 Days Ago
desalination tank collider update. Fromt 28 box/capsule colliders and a mesh collider to just 1 mesh collider
10 Days Ago
Change ServerInfo from a struct to class, it had no business being a struct at over 156 bytes large
10 Days Ago
network_profiler_improvements_3 -> main
10 Days Ago
New network profiler UI
10 Days Ago
Rework packet capture to work via NetWrite rather than at all the packet send points
10 Days Ago
Remove old profiling data stuff
10 Days Ago
update from main
11 Days Ago
Fix for OnFirstLooted so that RespawnableLootFridge reports correctly.
11 Days Ago
Additional events for fuel switch and water treatment wheel.
12 Days Ago
Don't fail server boot if world.cfg is an empty string
12 Days Ago
Lock option on sculpture radial menu now correctly references Sculpture, not signs, codegen
12 Days Ago
orbit_cam_hold -> main
12 Days Ago
merge from main
13 Days Ago
Large crashed train station progress
13 Days Ago
Merge from nexus_fixes
13 Days Ago
Updated Facepunch.Nexus, all player IDs are now ulong instead of strings
13 Days Ago
wip scrap king textures
13 Days Ago
apply prefab to scene, S2P Gas Station
13 Days Ago
fix gas station better loot spawns not respawning after server restart
13 Days Ago
Water Treatment Plant Maintainables Rework (from helk feedback) - each wheel turned fully adds 180 pressure, which is now equivalent to 3 hours of water flow - max pressure of the tank increased to 360, decay changed to 1/minute - water output per minute scales linearly with pressure in the tank, from 0 to a ConVar configurable amount (default 1020/minute at full pressure) - when pressure falls to 0, water flow stops and the water in the pipes begins to evaporate at a rate of 200/minute - (WIP) number roughly balance out to a fully pressurized water pipe being 2x as good as a freshwater pump, including IO push/autofilling numbers
13 Days Ago
Added pop cap sounds and hooked up, adjusted 3p throw events
13 Days Ago
wip scrap king building skin - initial setup, materials, textures, test blocks
13 Days Ago
Added cap world model (in case we decide to add it to the left hand)
13 Days Ago
Renamed the flare folder from 'FlareOld' to 'Flare' (groundbreaking stuff and will probably break the internet)
13 Days Ago
removed animator from .weapon prefab
13 Days Ago
Deleted old materials/model/rig/anim files - Moved materials/model/rig/anim files to the original folder - Deleted 'New' folder
13 Days Ago
latest glass ar admire anim exported
13 Days Ago
updated events so flare appears more realistically back in hand in 3p
13 Days Ago
puzzle setup, placed doors, started splitting up stations into rooms
13 Days Ago
Fixed glitch
13 Days Ago
fix ADS jitter with the shield on your back
14 Days Ago
Taper and fade the last few seconds of satellite trail right before impact so that the trail looks nicer/more natural while it hangs around post-impact.
14 Days Ago
snow machine, discoball, strobe light and drone now proper have world models LOD0 optimised to be cheaper than burlap sack
14 Days Ago
- added jellyfish test assets
14 Days Ago
Small room i lookdeving
14 Days Ago
Debug overlay
14 Days Ago
- added seagull asset for testing
14 Days Ago
Fixed a spelling mistake in the SpatialBiomeFogCamera's CommandBufferDesc name
14 Days Ago
Added names for all CommandBufferDesc instances
14 Days Ago
removed unused random rooms (broken links), added doors and puzzles to medium and small stations
14 Days Ago
Use a NativeArray for lightShadowData
14 Days Ago
- added frog store asset for testing.
14 Days Ago
Added a way to name command buffers that are handled via the CommandBufferManager instead of just having a random hash at the end, this should make it easier to debug issues with command buffers that cause warnings or errors
14 Days Ago
Add two PoolAnalyzerGetWrapper
14 Days Ago
Continuing lookdev/theme exploration in small random rooms w/ set dressing. Added spawner scripts to ones so far.
14 Days Ago
Fix swing seats marking attackers hostile
14 Days Ago
Made anim effect test a bit stricter, found 8 more cases that would warn ingame Slightly less trivial to fix, for example C4 reuses satchel animations but doesn't have a throw effect, but can't get rid of it since satchel charge needs it Fixed by adding new ignoreInheritedEffectEvents in AnimationEvents, any effects added there will be ignored All tests pass
14 Days Ago
Fix held entity sprint modifier NREs
14 Days Ago
Fixed the issue where the night vision goggles would appear black with shadow caching enabled
14 Days Ago
cherry picking from single shot world model