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125,738 Commits over 4,201 Days - 1.25cph!

12 Months Ago
Fail state can now apply player modifiers. Pressing a wrong key will now fail the QTE. Add some placeholder modifier effects for fail state.
12 Months Ago
Tweak sequence length ranges. Negative modifier tweaks.
12 Months Ago
3p anims + updated worldmodel anims
12 Months Ago
merge from Halloween24
12 Months Ago
wip qte
12 Months Ago
removed WaterVisibilityTrigger from xmas dungeon cell prefabs
12 Months Ago
merge from Halloween24
12 Months Ago
removing WaterVisibilityTrigger from all halloween procedural dungeon cell prefabs and set it to not spawn a christmas dungeon
12 Months Ago
merge from main
12 Months Ago
Fix: FreeUnmanaged the DebrisEntity list after we're done with it
12 Months Ago
Updated english engine.json file
12 Months Ago
Merge from gesturepack
12 Months Ago
Cherrypicked 106168
12 Months Ago
Protocol++
12 Months Ago
Removed a log
12 Months Ago
Fixed halloween hunt score announcement typo
12 Months Ago
Merge: from requesttrees_spike - Fixes NRE when players disconnect during tree streaming (fixed by discarding those players early) Tests: in Editor CLIENT+SERVER mode disconnected before 4k proc-map streamed in - server was gud
12 Months Ago
Clean: removing leftover log Tests: none, trivial change
12 Months Ago
Merge: from main Tests: none (no conflicts)
12 Months Ago
Bugfix: Don't try to send tree batches to disconnected players - Also replace a broken link in a comment Tests: In Server+Client mode disconnected the client - no NRE
12 Months Ago
Fixed join gesture getting left on the screen when cancelling rps
12 Months Ago
Merge from main
12 Months Ago
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12 Months Ago
removed random water body
12 Months Ago
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12 Months Ago
merge from halloween24
12 Months Ago
Halloween dungeon population 1
12 Months Ago
Merge from halloween24
12 Months Ago
Can now collect Scarecrow heads with skinning knife
12 Months Ago
Directional surface stuff WIP
12 Months Ago
test deployable setup
12 Months Ago
merge from Halloween24
12 Months Ago
Enabled halloween event Enabled Scarecrowpopulation Updated collectables Added bone collectable Frank default table craftable Enabled portals
12 Months Ago
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12 Months Ago
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12 Months Ago
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12 Months Ago
- Wolves have a chance to stand their ground and start growling at the first swing, if they do this swing again to make them flee - Make torch swing reactions less delayed - Remove cases where a wolf is quite close to the fire, but just stares without either growling or moving away which looked odd
12 Months Ago
Fix held items on fire like torches, bows and flame throwers not being detected by wolves if the fire moves far from where it was lit
12 Months Ago
Fix fire not being detected sometimes at a specific distance (do not forget about a fire when it leaves out perception range, remember it until it's disappears)
12 Months Ago
Refactor FSM states to return their status, instead of having it being a member field (less error prone and helps states be AI architectures agnostic)
12 Months Ago
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12 Months Ago
backup ram prefab
12 Months Ago
Fix immortal wolves
12 Months Ago
Replaced radiation removal tea with the anti rad tea in the food cache loot table
12 Months Ago
Store the user ID of the player who last edited the VM name (needs a protobuf gen to persist through save/load)
12 Months Ago
Don't show NPC vending machine names
12 Months Ago
Merge from main
12 Months Ago
main -> vines
12 Months Ago
- Local vine setup - Mountable calls vine update RPC - Manifest rebuild