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159,386 Commits over 4,597 Days - 1.44cph!

Today
some setting up lever action rifle anims/anim controller
Today
Fix demo name overflowing when its 16 characters or more.
Today
Updated softcore modal to match the recent softcore changes
Today
Fix demo export being clamped at 240fps, fix demo timescale stuttering at values below 0.2
Today
Fix sorting order for demoui2 being under community ui
Force coast runs to work properly. Force the group comes in close and drives along the shore in formation a couple times during the event
Today
Accompanying code changes to ensure the new rail gravel meshes are still placed with the pivot on the rail line so the extended mesh goes into the terrain
Today
Fixed supply drop on Primitive game mode not having blueprint pages
Today
Removed reference to deplkoyable corpses from softcore Information panel since it was removed
Today
Changed train track procgen material to be opaque to get more UV space out of the gravel part (don't need visual blend on the gravel skirt now as it should always be well under terrain)
Today
Fixed the new DistanceFlareRenderer converting already linear space HDR as if it was Gamma. Fixes blown out distance flares.
Today
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Today
Update: replicate AssetSceneManifest from current asset scene states when building ContentDir Temp version to avoid constant asset scene rebuilds while iterating Tests: none
Today
Update(editor): expose "Use ContentDir" toggle Tests: toggled on/off, used the path override
Today
Update: pipe AssetSceneManager's scene un-/load requests back to FileSystem Allows ContentDir to load via LoadableSceneId Tests: none
Today
Merge from main. Conflicts on train tunnel double switch and single corner, accepted main version so needs redoing locally with any changes
Yesterday
Bugfix(editor): update unity version check for 6.7 Tests: script recompile - no more errors
Yesterday
Update: separate out AssetScene logic from AssetBundleBackend - plug it into ContentDirBackend as well Simplifies integration into ContentDirBackend Tests: none
Yesterday
merge from main
Yesterday
merge from main
Yesterday
Fix PT Boat Turret viewmodels not showing empty magazines when totally empty
Yesterday
Train tracks - added bottom faces to procgen rails LOD0. Added deeper gravel skirt to all LODs to improve embedding in terrain.
Yesterday
experiment with ui to show everything you can craft with a specific item (mostly to save new players having to look it up) https://files.facepunch.com/adam-k/crafting_recipe_ui.mp4
Yesterday
fix rockets hitting large seagull group collider fix gulls disappearing when they cant find a landing spot
Yesterday
Regenerate settings preset defaults, fixes various outdated convars and max shadow quality being the default
Yesterday
Fix an unlocked locked crate showing the wrong time on the laptop screen after a restart
Yesterday
Clean up debug options and convars, improve foliage shadow block culling, reduce cell padding
Yesterday
Clean up DrawDecals() a bit
Yesterday
Clean up DrawDecals
Yesterday
Disable RRP for twitchrenderer tool
Yesterday
Don't run decal pass when there are no decals.
Yesterday
Info and net panels only slide out when their button is clicked, not when F1 opens or you switch back to the console
Yesterday
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Yesterday
Remove requirement to hold firemode button to change stock, now a single press
Yesterday
Minor UI adjustments
Yesterday
Fix skins not applying on thrown weapons whilst in flight Fix workshop skins still being applied if the skin application was reset during an in progress skin load
Yesterday
Merge from main
Yesterday
Player/horse modifier pooling. Bunch of related fixes.
Yesterday
Missed lake blend texture
Yesterday
Merge from gamepad_focus_nre
Yesterday
Merge from main
Yesterday
Control focus NRE fix
Yesterday
Increased radius of Lake C slightly to include blends and terrain splat/sculpt. Regenerated terrain anchors with new blend based script. Slightly gentler tolerances now.
Yesterday
Merge from main
Yesterday
Reduced blend and increased radius of Oasis B slightly so that they marry up better. Regenerated terrain anchors with new blend-based script, should be better in super hilly spots now. S2P.
Yesterday
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Yesterday
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Yesterday
Merge from main
Yesterday
BaseProjectiles will now always reset the hold type (and trigger the deploy animation) in third person when equipped, even if the player already had a matching weapon with the same animations equipped Fixes the reload continuing in third person when switching between identical guns