252,714 Commits over 3,990 Days - 2.64cph!

Yesterday
merge from primitive
Yesterday
merge from primitive/deployable_ammo
Yesterday
Merge from main
Yesterday
Correct tiger audio import settings (load in bg, preload, pcm)
Yesterday
Add terrain layer to GroundWatch Switch explosives to Deployed layer Update chain reaction layer mask
Yesterday
Merge from main
Yesterday
Merge from main
Yesterday
Custom deployed explosive - lower damage and splash radius compared to throwing type Updated pickup and deployment timers
Yesterday
placement effect ground watch setup - not working for now due to wider layer changes are needed
Yesterday
Allow siege explosive deployables to be picked up - two second pickup time Prevent deployment inside trees and nodes
Leaderboard backup, run #17357
Yesterday
Implement IIgniteable and ISplashable so the explosives can be lit and defused
Yesterday
More reliable chain reactions
Yesterday
Fixed explosives not doing damage
Yesterday
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Yesterday
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Yesterday
Set up flammable version, better iexplosion effects
Yesterday
Explicitly turn off BOM when marshaling strings to/from Steamworks, just to be safe
Yesterday
Extra scene/prefab backups
Yesterday
glock/mp5 aim cone matches crosshair
Yesterday
First pass on deployable siege weapon ammo
Yesterday
Start adapting denoiser to new API Iterate denoiser https://files.facepunch.com/sampavlovic/1b0311b1/sbox-dev_0AMMNcrONB.mp4
Yesterday
Unsaved
Yesterday
restore gluon svg icon
Yesterday
Scenes + prefab setup backups
Yesterday
merge from primitive
Yesterday
RidableHorseAudio null checks just in case
Yesterday
Restored catapult boulder impact effects
Yesterday
Cherrypicked 112295 - battering ram sounds polish
Yesterday
Cherrypick 112230 - catapults/ballista sounds polish
Yesterday
Cherrypicked 112070 shield sounds
Yesterday
Cherrypicked 111892 - mini crossbow sounds
Yesterday
Ballista effects surgery: pulled in the new incendiary and hammerhead bolt effects
Yesterday
horse skid sound
Yesterday
Cleanup editor
Yesterday
merge from primitive -> aux2
Yesterday
merge from primitive/era_loot_tables -> primitive
Yesterday
Fix so it also blocks primitive only loot tables when in vanilla
Yesterday
Create separate spline class Cleanup SplineComponent Cleanup test scene
Yesterday
Catapult fire and explosive ammo impact sounds
Yesterday
Better handling of locked item that requires another blueprint, show the item in the crafting menu if the steam item is owned but locked
Yesterday
Pass screen size to managed texture we create for depthnormal gbuffer, dimensions must match the swapchain, which resized viewports don't match
Yesterday
Rename default era from "unknown" -> "none" - doesn't change anything convar wise, only changes the code's enum
Yesterday
Setup steam item for medieval barricade Added new option to gate a steam item via another item Moved UnlockedViaSteamItem up a level to SteamInventoryItem to support standalone items being unlocked via packs
Yesterday
Also add support to filter loot tables from the entity directly based on the era
Yesterday
merge from primitive
Yesterday
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Yesterday
merge from primitive/fix_gamemode_sleeping_bags -> primitive
Yesterday
merge from primitive/fix_primitive_tag -> primitive
Yesterday
merge from primitive/fix_primitive_tag -> primitive