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134,075 Commits over 4,293 Days - 1.30cph!

10 Months Ago
Reduce tiger damage, but have it inflict bleed
10 Months Ago
add biome overrides for river normal strength, also share biome weight fetching code
10 Months Ago
Add wake disturbance to croc
10 Months Ago
merge from fix_ownership_tape_recorder -> main
10 Months Ago
Fix cassette recorder losing item ownership when it's thrown into the world and picked back up
10 Months Ago
Fix croc spamming turn anim
10 Months Ago
Add some more placeholder audio to croc
10 Months Ago
water mask culling progress
10 Months Ago
Jungle river overrides.
10 Months Ago
merge from fix_deployable_corpse_place_lock -> main
10 Months Ago
Fix being able to put locks on deployable corpses (it didn't do anything but good to fix)
10 Months Ago
merge from softcore_update
10 Months Ago
merge from softcore_update/deployable_corpse
10 Months Ago
Fixed vending machine gibs not using skins
10 Months Ago
Combined gibs mesh for all corpses Cleanup, fixes
10 Months Ago
Mesh combiner now supports meshes with different materials, creates one submesh per material
10 Months Ago
Added tool to automate corpse gibs mesh combining (took me way more time than doing all of them by hand, classic)
10 Months Ago
Removed GibsSimulator component on retro tc corpse (editor component)
10 Months Ago
Added vending machine corpse
10 Months Ago
Enabled GPU instancing.
10 Months Ago
First pass of jungle color grade (not applied, needs a script amendment) Also first pass of jungle climate settings (probably gonna need an elevation multiplier for aerial density)
10 Months Ago
merge from high_walls_skins
10 Months Ago
Whitelist doors as well (to make sure gates aren't blocking reskin)
10 Months Ago
merge from high_walls_skins
10 Months Ago
Whitelisted furnaces, building blocks and barricades NRE fix
10 Months Ago
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10 Months Ago
merge from high_walls_skins
10 Months Ago
Block high wall spraycan reskinning if something is deployed on the wall and could be destroyed in the process Show a toast indicating which entity is blocking the action
10 Months Ago
gantry pipe end flipped variation. updated textures too
10 Months Ago
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10 Months Ago
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10 Months Ago
Updated workshop OBJ models - Custom SMG, Sleeping Bag, Waterpipe Shotgun, Pump Shotgun, Double Barrel Shotgun, Work Boots, Tank Top, Collared Shirt, Sword, Bear Rug, Rug, Rocket Launcher, Rock
10 Months Ago
merge from main
10 Months Ago
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10 Months Ago
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10 Months Ago
Update: Split various tick validation functions into smaller loops - Added a couple small extension utils to NativeList This helps isolate code that we'll be able to run as Burst jobs - there's a bit more to split Tests: Staging demo playback - got comparable results
10 Months Ago
Merge from parent
10 Months Ago
Layer fix
10 Months Ago
trawler greybox progress
10 Months Ago
Merge from ent_setup
10 Months Ago
Skeleton.Snake fix
10 Months Ago
Update: Adding last missing API - TickInterpolatorCache.TransformEntries - added tests to cover it Tests: ran unit tests
10 Months Ago
Some entity tweaks
10 Months Ago
Fixed legacy furnace corpse colliders Manifest
10 Months Ago
Fixed workbench1 corpse prefab Fixed workbench corpses being lootable Fixed corpse pickup showing conditions
10 Months Ago
set up and viewmodel prefab for wood armour gloves, added temp textures and model.
10 Months Ago
Update: Adding TickInterpolatorCache.PlayerTickIterator to help with code migration - Expanded unit tests to cover the new util and a couple more code paths Tests: none. Tests are currently failing as I uncovered a different issue - will fix in next CL
10 Months Ago
Compile fix
10 Months Ago
Optim: TickInterpolator.TestConsistency - Replace Assert.IsTrue with AssertTrue wrapper that doesn't allocate - Sprinkled some scopes for future Speeds up the unit test 20x times and avoids 3.6GB of garbage Tests: ran the unit tests
10 Months Ago
merge from main