147,289 Commits over 4,444 Days - 1.38cph!

2 Years Ago
Horse armour now reduces horse speed by only 4, was 6
2 Years Ago
Bone fragments are now compostable into fertiliser at a ratio of 10:1. No bait value.
2 Years Ago
Add comments (it actually was not spawning on bottom as frequently, top was fine)
2 Years Ago
Fix oilrig not spawning on the top of the map as often as expected
2 Years Ago
Attack ground effect WIP
2 Years Ago
Tuned back salvaged hammer because it's a T1 item, not T2 - 3x original DPS -> 2x original DPS against deployables (60% of jackhammer DPS) - destroys every barrel 2 hits -> destroys 35hp barrel in 1 hit, 50hp barrel in 2 hits - better than every other melee tool at breaking deployables, outclassed by jackhamer
2 Years Ago
merge from main -> qol_salvaged_hammer_buff
2 Years Ago
Headlight improvements & flare fixes.
2 Years Ago
Main cannon attack prefab
2 Years Ago
Attack stuff. Organized files for merge.
2 Years Ago
Fix mixing table resetting to the top of the scrolling menu of recipes every time you access one https://files.facepunch.com/jakerich/m2pBAkIZ6ElU7yHx/JkdhwA88p25hlpI2.mp4
2 Years Ago
Various material, PFX and lighting perf optimizations. New firing, traversal & damage FX. Texture tweaks; Got rid of the Desert Storm Coalition markings. Less noisy bare metal scratches and stuff.
2 Years Ago
Possible fix for parented players getting teleported far off the vehicle after a nexus transfer and probably getting killed Might have only affected players with admin permission because antihack should have prevented it
2 Years Ago
Remove redundant player rotation set after swapping a passenger to the driver seat Add some code to dump nexus transfer requests to a file as JSON
2 Years Ago
Fix #SERVER error
2 Years Ago
merge from main -> analytics_server_profling
2 Years Ago
Allow barricades to decay the same speed indoors or outdoors - barricades still won't decay when inside building privledge
2 Years Ago
Can override deploy tickrate for entities with faster decay rates - set decay tickrate of barricades from 10min -> 1min
2 Years Ago
Do not show IOEntity UI information panel for generic IO type items (fixes signs and frame showing power usage 0)
2 Years Ago
Fixed some bugs
2 Years Ago
Added attachments, and slots to outpost/bandit marketplaces icons
2 Years Ago
Change decay of all 4 barricades to 15 minutes
2 Years Ago
Use existing `PreventBuildingMonumentTag` to detect what `prevent_building` volumes are attached to monuments & convert them to flags that DeployVolume understands - manually search for `MonumentInfo` in the editor since the prefab scenes don't have components added by S2P
2 Years Ago
Stone barricade protection value didn't save
2 Years Ago
merge from fix_ping_estimation_lag_spikes
2 Years Ago
merge from optimize_sqlite_fastmode
2 Years Ago
merge from optimize_sam_site_air_vehicles
2 Years Ago
merge from horse_ragdoll_material_fix
2 Years Ago
merge from mediumbattery_size
2 Years Ago
Allow horses to be able to walk backwards at half the speed of normal walking
2 Years Ago
Display an error in console when addon file list has failed to be read completely Removing dead/redundant code from SENTs
2 Years Ago
player update. Exported 3p military flame thrower anim set and set up in unity
2 Years Ago
Allow barricades to be placed anywhere in monuments - melee damaged increase against barricades: same damage as normal deployables - bullet & explosive damage against barricades stays the same as before - split building volumes of barricades and bypass "prevent_building" tagged with monument
2 Years Ago
Use string builder instead Publish attachments list to tooltip https://files.facepunch.com/ianhenderson/1b2411b1/Unity_91TpvFeD1c.mp4
2 Years Ago
Removed manual controls
2 Years Ago
sound.Generate now accepts table of samples, or direct binary data as a string The table input should have float values from -1 to 1 (index starting with 1), and is about 4 times faster than using a function string input must be raw 16bit sound data (each sample is a signed short), and is much faster than the 2 other methods. EmitSound handles registered sounds a bit better clientside You could, and still can add `.wav` to the end of the registered sounds to make them work with EmitSound, which is still useful for serverside, but clientside this is no longer necessary. Added optional argument to sound.Generate - loopStart (sample ID)
2 Years Ago
Fixed bug causing attachments to not be registered
2 Years Ago
Added profiling
2 Years Ago
Refresh sell order stock no longer frees attachment list
2 Years Ago
Fixed ground watch and colliders
2 Years Ago
Fixed gibs scale
2 Years Ago
Deploy sound, placement tweaks and guide mesh scale
2 Years Ago
lod and prefab setup for corrugated sheets and radtown shed.
2 Years Ago
Item icon
2 Years Ago
Quick cleanup
2 Years Ago
Now forward attachments on shop listings over the network Added slots to map vendor
2 Years Ago
Art implementation, blinking light behaviour
2 Years Ago
More wip anim/wm/vm code
2 Years Ago
Rustoria door skin update
2 Years Ago
radtown S2P