137,924 Commits over 4,474 Days - 1.28cph!

2 Years Ago
Remove infinite stock. Stock will refill every 33% of the vendors total lifetime
2 Years Ago
split gizmos between configuration and playmode
2 Years Ago
cloth changes - filtering raymarched collisions with a large distance from bones to improve stability with extreme rotations and the cost of some clipping in these cases - made sibling constarints a bit stricter
2 Years Ago
Rewrote spawn event to use thresholds instead
2 Years Ago
Reduced agro radius
2 Years Ago
Baseline, added item and entity prefabs
2 Years Ago
Added angry horn
2 Years Ago
Add an override muzzle point field to the VIewmodelSway component to allow us to reposition how the viewmodel rotates when quickly spinning the camera
2 Years Ago
Backfires now happen at a random point in the future
2 Years Ago
Vendor ~ Rewrote ignore system to utilise a single struct Improved ignore systems reliability Reduced network load for steering angle - only need a single float Vending Orders ~ Frees to FreeLists Resize vending order to largest order entries count Check before freeing attachment list
2 Years Ago
prefab updates
2 Years Ago
player_model fixes (fixes broken eyes, broken censor objects)
2 Years Ago
Added single-pass Rust/Unlit ASE template with atmospheric scattering support
2 Years Ago
Compile fix
2 Years Ago
exported frontier hatchet admire animation, created frontierhatchet anim.controller and linked it to its viewmodel prefab
2 Years Ago
radtown S2P, refreshed HLOD
2 Years Ago
removing vertex stream components left over from vertex painting attemps fixing some left over issues with shed, storage warehouse components checked for decal projector issues
2 Years Ago
Added Pit Viper model/mats/textures
2 Years Ago
Simplify system to always output both legacy prefab + new scene - ensures it always updates the monument regardless of what system is running
2 Years Ago
final bit of renaming
2 Years Ago
more renaming
2 Years Ago
file renaming
2 Years Ago
Removed missing material inspector from BRZone shader
2 Years Ago
Replaced add with alpha/lerp blend on BRzone shader (for eval)
2 Years Ago
test
2 Years Ago
merge from main
2 Years Ago
Updated Legacy Wood Log PIle Colliders to a more efficient mesh
2 Years Ago
Merge from main -> monument_scenes
2 Years Ago
Merge from main -> hot_reload_unity
2 Years Ago
Fixed errors in blend4way-specular shader
2 Years Ago
Merge from main -> audio_import_music_clips
2 Years Ago
Merge from main
2 Years Ago
Changed new surrender gesture description to "Warning: Will allow other players to view (but not modify) your inventory" to reflect the new belt locking change
2 Years Ago
Merge from main
2 Years Ago
Fixed typo in AdminReceivedUGC RPC preventing the UGC browser in the F1 admin panel from working
2 Years Ago
Players will no longer be dismounted from ziplines if they clip into trees (we have several systems in place to prevent trees from spawning in the path of ziplines but it still happens enough that this feels worthwhile)
2 Years Ago
Fixed incorrect material on Lod2 of part of the powerline platform ramps Convert some parts of the powerline platform into MeshLOD Added a procedural map config tool that uses a simple checkbox based UI to enable and disable various procedural map features, makes it easy to isolate gameplay elements for testing (see Tools/Procedural/Procedural Map Editor) Added 4 more zipline dismount points to each powerline platform, 2 on the side and 2 further up the structure to allow for less climbing when chaining together multiple ziplines Ziplines will now prioritise destination points that are further away and higher, maximising distance travelled and reducing time spent climbing ladders on towers On a 4k proc gen map these changes increase the average zipline distance from 121m to 188m and increases the total server wide zipline length from 20km to 31km
2 Years Ago
Further tweaks & fix candidate for underwater torch.
2 Years Ago
Exposed a splash effect slot on the dropped world item that is played when a dropped item enters the water
2 Years Ago
Dropped items now increase their drag to 7 (was 0.1) when underwater so they don't fall at the same rate as through air Added a slight physics impulse every 1-2s while a dropped item is sinking to simulate some underwater currents Uses a budgeted server update (DroppedItem.underwater_drag_budget_ms) to check if items are underwater, defaults to 0.1ms
2 Years Ago
Hopefully fixed players getting kicked for packet flooding when looking at an IO entity while holding a wire tool and standing inside a prevent building volume While standing in a prevent building volume the IO sockets of entities will no longer appear Tagged both large prevent building volumes on the computer station with IgnoreWireCheck so that players can use wires while standing in front of it
2 Years Ago
Fix ping estimation tooltip not working on browser
2 Years Ago
Merge from gesture_cancel_fix
2 Years Ago
Possible fix for first person/third person gesture animation getting out of sync when the player starts a new gesture immediately after cancelling another gesture
2 Years Ago
Slight adjustment to motorbike rear wheel position - get the rear wheel to visually sit right on the ground
2 Years Ago
Fixed certain biome post sometimes overriding water post and darkening it too much. Further tweaks to help the underwater torch work with the new attenuation.
2 Years Ago
Fixed crashes when getting ammo type name of invalid ammo Update icon for ep2_outland_06a to actually represent what it is
2 Years Ago
Enable ping estimation button by default (with convar) but keep ping estimation disabled by default
2 Years Ago
Rebuild server browser when ping estimation is turned on / off
2 Years Ago
Merge from main -> ping_estimation_fallback