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158,833 Commits over 4,566 Days - 1.45cph!

1 Year Ago
Hoodie LODs - Female
1 Year Ago
Syringe animation updates
1 Year Ago
Hoodie LODs - Male
1 Year Ago
Merge: from save_viewer_extras - Save viewer can now filter for mobile(Sync Position) prefabs - It can also aggregate by prefab Tests: opened a save from the playtest
1 Year Ago
Update(editor): SaveViewer - adjust what we display if we're in aggregate mode or not Shows count in aggregate mode, otherwise shows ID and Parent ID Tests: opened a save from playtest
1 Year Ago
Switch ai.npcBarksEnabled to a replicated var to fix client compile for now.
1 Year Ago
merge from deep_sea
1 Year Ago
Update(editor): SaveViewer - sort aggregates in descending order by default Tests: viewed a save in aggregate mode
1 Year Ago
merge from boat_building
1 Year Ago
Update(editor): SaveViewer - add toggle to aggregate by prefab Tests: inspected aggregated entities from playtest save
1 Year Ago
Floor frame fixes
1 Year Ago
Fix scientists rushing when grenade throw fails
1 Year Ago
Remove the animation on build
1 Year Ago
tweaked guide material settings for enhanced readability of geometric details
1 Year Ago
changed RPG7 name to RPG Launcher in engine file
1 Year Ago
Fixed portal backing colliders being rotated the wrong way, they were not using the portal rotation Renamed some stuff to avoid confusion
1 Year Ago
Eye following view (if you want it)
1 Year Ago
New scientists used to sprint into cover when out of bullets, now they'll slowly walk for 1s before sprinting to give a larger window of opportunity to players
1 Year Ago
Merge from fish_pie_buff
1 Year Ago
Bumped fish pie comfort from 25% to 100%
1 Year Ago
Adjusted tarp alpha cutoff settings to get red of shadow flickering issues
1 Year Ago
Let's not server cull the collision for hull.triangle...
1 Year Ago
Reduce new scientists damage, and remove all voicelines (they won't talk anymore)
1 Year Ago
Test branch for alex
1 Year Ago
Updated HLODs for FC 2,3 and 4
1 Year Ago
persistance++ blueprint wipe
1 Year Ago
removed workbench scrap crafting cost, scrap to be invested stright into unlocks
1 Year Ago
Update(editor): SaveViewer - add a "SyncPos Only" toggle Need it to figure out what caused high counts of syncpos networkables on the server Tests: viewed a save from the playtest
1 Year Ago
Removed 10% tax on WB1 Removed 20% tax on WB2 Common unlock cost: 10 from 20 Uncommon unlock cost: 20 from 75 Rare unlock cost: 40 from 125 Very rare unlock cost: 75 from 500 Values subject to change
1 Year Ago
playables_fixes_2 -> naval_update
1 Year Ago
Fix ArgumentException: The Playable is invalid. It has either been Disposed or was never created happening with BlendOneShotWeights. - Properly nuke the coroutine method - Extra protection in the co-routine itself to stop this from NRE'ing
1 Year Ago
merge from show_toggle_growable_ui
1 Year Ago
Imported and Implemented the loot storage and 50cal turret sounds
1 Year Ago
Merge from better_npc_grenades
1 Year Ago
Remove logs and ddraw, hook to scientist but keep inactive for now
1 Year Ago
cover pass ghost ship
1 Year Ago
Add null protection to all exposed methods referencing the playable controller
1 Year Ago
naval_update -> pt_boat_2
1 Year Ago
Fix pooling issue on sort config panel
1 Year Ago
Merge from hackweek_boxsorting
1 Year Ago
Fix rear turret clipping on the ptboat
1 Year Ago
Added to options UI under Settings / UI / Interaction
1 Year Ago
Compass reference is broken here too for some reason
1 Year Ago
Fix lost compass reference
1 Year Ago
remove semiauto pistol from waterwell vendor jackhammer price increase
1 Year Ago
pt_boat_2 -> naval_update
1 Year Ago
wood armour gloves repose
1 Year Ago
Added showToggleGrowableUI convar. Toggles if the show/hide growable UI option appears when looking at growables.
1 Year Ago
Ensuire AI is saved
1 Year Ago
merge from ui_overhead_optims