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121,835 Commits over 4,048 Days - 1.25cph!

10 Months Ago
Tin can alarm deployable in monuments (in terrain only for now) Adjusted deploy volume and colliders
10 Months Ago
merge from main
10 Months Ago
Update: Constraining Pool.Free - Step 2 * Adding collection-related FreeUnmanaged overloads for all existing collection-related Free overloads * Putting IPooled constraint on almost-all collection-related Free overloads (skipping List - that'll be next chonky CL) * Changed StreamBuffer overload to be a FreeUnmanaged overload Tests: built all targets in unity
10 Months Ago
Merge main
10 Months Ago
Lowered vehicle parenting volume
10 Months Ago
merge from Blend4Way double sided
10 Months Ago
Added "Double Sided" option to standard-spec, blend4way and blend4way-spec
10 Months Ago
rock formation prefabs (sea) radius and fade improvements
10 Months 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.
10 Months Ago
Trees now trigger OnPhysicsNeighbourChanged when falling down, cutting any attached tin can alarm wire
10 Months Ago
Wire deployable on trees Minor placement fixes Cleanup
10 Months Ago
weekly skins materials
10 Months Ago
Models and materials folders
10 Months Ago
propagated the latest changes into procmap stack
10 Months Ago
Commit missing change from private to public
10 Months 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
10 Months Ago
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10 Months Ago
10 Months Ago
Added first pass win and lose anims - currently not hooked up to minigame
10 Months Ago
Merge from main
10 Months Ago
Merge from fishing_full_inv_fix
10 Months 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)
10 Months Ago
Added RPS icon for gesture wheel. Updated UI to match new designs.
10 Months Ago
Player model cleanup Added a blocking state to the 3rd person animator
10 Months Ago
Use dedicated `gameplay_analytics` convar instead of requiring the server to be official with stats enabled
10 Months Ago
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10 Months Ago
Added spawn.shielddummy command that spawns a bot with a shield equipped for testing
10 Months Ago
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10 Months 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
10 Months Ago
improved visuals of the glass on the DPV altered texture and materials
10 Months Ago
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10 Months Ago
Added relief map option to standard-specular shader
10 Months Ago
New faster and more accurate compute-based relaxed cone map generator
10 Months Ago
mat change
10 Months Ago
Merge from main
10 Months Ago
Lighting prefab backup / Volume fuckery
10 Months Ago
Hill cliffs proc map settings
10 Months Ago
Hill cliffs progress and mid size variants
10 Months Ago
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Merge from cached_ping_query_reduction -> main
10 Months Ago
Reduce log spamming
10 Months Ago
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10 Months Ago
Add proxy circle behaviour to wolf to test anims
10 Months Ago
Recipe, description and placeholder icon
10 Months Ago
AI can now trigger tin can alarms
10 Months Ago
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