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153,746 Commits over 4,536 Days - 1.41cph!

1 Year Ago
Moved casino barge to make gaps between barges larger Modified casino layout / removed shipping containers Some modelling progresss on the casino mesh Moved supplies barge and connecting docks and fixed all bridge connections
1 Year Ago
Restore stomped killbees command
1 Year Ago
Progress backup
1 Year Ago
Some wip placement checks
1 Year Ago
Shift convar values by -1
1 Year Ago
deleting annoying name conflicts
1 Year Ago
First pass WIP supplies shop structure
1 Year Ago
- Add warning on research table panel if trying to create a blueprint for a DLC item and we don't own the DLC - Update developer convar for accessing skins, can now simulate owning no skins
1 Year Ago
Added a new name field for modding monument marker, as the english field is not serialized anymore
1 Year Ago
Move player visibility position back to the head bone
1 Year Ago
PT Boat Collision Pass
1 Year Ago
full fix the NRE
1 Year Ago
Reduced the size of the HAB hurt trigger away from the door slightly to fix the old issue of jumping out of a moving HAB in the direction of travel and dying to the hurt trigger
1 Year Ago
fix for pooled random bone rotations on mannequin
1 Year Ago
Fixed newly introduced TriggerParentEnclosed NRE
1 Year Ago
Merge: from baseplayer_serverupdateparallel - Bugfix/Update: don't use parallel snapshot sending in UsePlayerUpdateJobs 1 (it's a level 2 feature) Tests: used both modes in Craggy, confirmed things are working
1 Year Ago
Merge: from main
1 Year Ago
Update: gate parallel snapshot queue behind UsePlayerUpdateJobs 2 All other parts have separation of no tasks under UsePlayerUpdateJobs 1 and tasks allowed under 2, but this slipped my net Tests: used both in local session on Craggy
1 Year Ago
working on chainsaw attack animations
1 Year Ago
added player update anim settings preset
1 Year Ago
merge from translation_breaking_mods_fix
1 Year Ago
Removed the InSafeZone check from my new HAB code to match hostile behaviour of BaseVehicle's
1 Year Ago
trying a different steering control mechanism, convar to hotswap - don't adjust sail forces for steering, still allow position adjustment for some controllable resultant torque from positioning - pseudo-rudder accel forces for steering with pre-calculated thrust point, scaled with velocity
1 Year Ago
Splat stuff
1 Year Ago
Splat blockout
1 Year Ago
Fix wearables with random parts/colours not working on mannequins
1 Year Ago
Prefabbed supplies barge for working on
1 Year Ago
merge from floating cities into medical bay props subbranch to get everything up to date
1 Year Ago
Fix the translation changes breaking some mods Fix ammo.snowballgun is missing a display name translation
1 Year Ago
Minor cleanup Remove DDraws
1 Year Ago
Food market barge - Replaced various placeholder world models with new static versions. Reduced AO on food market boxes. Removed bridge blockers from bar area.
1 Year Ago
Wall light will now allow you to grow plants Currently at a lower rate than ceiling lights
1 Year Ago
1 Year Ago
better defaults for pos/dir influences vars
1 Year Ago
per-sail force application and steering test - convars for force application point/direction modifiers - brought PlayerBoat back down to derive from BaseBoat rather than MotorBoat, though we still handle forces propulsions separately
1 Year Ago
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1 Year Ago
Medical bay container collision
1 Year Ago
Fix being able to see nametags through water.
1 Year Ago
Merge from boat_building
1 Year Ago
medical bay container LODs
1 Year Ago
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1 Year Ago
Apply new changed script to the wall fluorescent light
1 Year Ago
Walllight now refreshes growables
1 Year Ago
merge from string_lights_fix_2
1 Year Ago
Remove rounded foundaction block from planner list
1 Year Ago
updated wallcabinet lock positon
1 Year Ago
Undo: Enable more materials for instancing that weren't caught previously because of a buggy automation in indirect instancing tools
1 Year Ago
Undo setting instancing flags on additional materials because the automation seems to be still incorrect
1 Year Ago
Add snapping to the test generator Setup ranges on the snapping values so its a little easier to tune