136,128 Commits over 4,293 Days - 1.32cph!

10 Months Ago
Possible VineMountable.OnFlagsChanged NRE fix
10 Months Ago
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10 Months Ago
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10 Months Ago
fixing some baked LODs materials that did not save properly on the branch they came from +some rebakes
10 Months Ago
Updating coconut armour viewmodel skinning
10 Months Ago
Changed branch physics surface to wood
10 Months Ago
Bunch of cleanup/refactor after changes.
10 Months Ago
fixed a bunch of spots where environment volumes were too small in caves fixed some cave segments close to the exits being 'no sunlight' S2P
10 Months Ago
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10 Months Ago
Fixed the deploy effect being an enabled effect from a completely different furnace (wtf, goes way back) Deleted an unused effect file.
10 Months Ago
renaming of files for dlc gesture
10 Months Ago
jungle ruins s2p to refresh collider changes
10 Months Ago
Fix typo in RPC name that prevented it from working, causing animations to never be cancelled
10 Months Ago
Fix being able to kite croc around foundation
10 Months Ago
Fix NRE in tiger and croc corpse dragging
10 Months Ago
Merge from snakes
10 Months Ago
Merge from jungle_update
10 Months Ago
Compile fix
10 Months Ago
Set correct material collider to fix impact sounds.
10 Months Ago
Laser detector now detects horses (and anything on the AI layer)
10 Months Ago
merge from laserdetector_ai
10 Months Ago
Bypass storage container loot destruction if about to spawn a corpse Fixes vending machine only dropping 25% of their loot in softcore
10 Months Ago
merge from lootdestroy_corpse_fix
10 Months Ago
Remove unused variable
10 Months Ago
Remove debug logs
10 Months Ago
Bump reposition chance
10 Months Ago
Timings, hit effect.
10 Months Ago
Cleanup
10 Months Ago
Third pass on jungle ruins COL meshes after review. Fixed transforms on stone pile COL. Hooked up missing COL mesh links.
10 Months Ago
Can place wallpaper on blocks already having wallpaper for easy reskinning (if the selected skin is different)
10 Months Ago
Merge: from parallel_validatemove - Removes PlayerCache.ValidPlayers allocs Tests: took a snapshot on Craggy in editor
10 Months Ago
Optim: PlayerCache.ValidPlayers no longer allocates garbage Tests: took snapshot on Craggy in editor to confirm
10 Months Ago
Merge: from main Tests: none, no conflicts
10 Months Ago
Fix compile error
10 Months Ago
Merge: from profiling_improvements - Reduces overhead of serializing to/from ProtoBuf by not tracking BufferStream calls Tests: snapshot on Craggy in editor
10 Months Ago
Update: further filtering of methods - Dropping BaseEntity.Is* methods that are just HasFlag wrappers - Dropping new Rust.Data BufferStream and RangeHandle Should reduce overhead on serialization Tests: snapshot on Craggy in editor
10 Months Ago
Merge: from main Tests: none, no conflicts
10 Months Ago
Merge from workshop_normal_and_compression_fix
10 Months Ago
Merge from reposition
10 Months Ago
Merge from jungle_update
10 Months Ago
scene to prefab all (to refresh tunnel entrances for env volumes)
10 Months Ago
Restore changes to BaseProjectile lost in merge
10 Months Ago
Added a tip for how to climb trees
10 Months Ago
merge from spatially aware branch - underground train tunnels and caves content converted
10 Months Ago
merge from main
10 Months Ago
Experimental vine chaining Hold E while swinging on a vine to automatically grab onto the first available vine at the destination branch Can only chain to destination vines that are within 90 degrees of your direction, so you can't loop back and forwards Can be disabled with VineMountable.allowChaining convar (defaults to true)
10 Months Ago
Another fix for serialisation layout
10 Months Ago
Compile fix
10 Months Ago
10 Months Ago
Added kapok_b variant Manifest