196,837 Commits over 4,110 Days - 2.00cph!

4 Days Ago
Create flee map markers
4 Days Ago
Compile fix
4 Days Ago
Don't flee if the target is close to a monument (within 50 meters of the centre)
4 Days Ago
Always try and flee in the direction of a monument Cap flees to around 1~ grid maximum
4 Days Ago
Reserialize existing static respawn points
4 Days Ago
Round to nearest minute instead of rounding down so it shows 30m after respawning at outpost instead of 29m
4 Days Ago
main -> new_menu
4 Days Ago
Update - Modular boats steering wheel tier 2 (mesh and textures)
4 Days Ago
Show the number of minutes left if a spawn point has >5m left - "24m" instead of 1420s - once it goes under 5m it will switch back to seconds - only affects static respawn point cooldown since all bags have 5m cooldown
4 Days Ago
Add commands to unlock & lock every respawn point that requires some kind of unlock - `unlockrespawns` - `resetrespawns`
4 Days Ago
S2P outpost
4 Days Ago
Fix not setting cooldown when respawning at outpost after changing other cooldown code
4 Days Ago
Don't require unlocking outpost spawning while testing
4 Days Ago
Requring being authed (unlocking) outpost spawn in vanilla, don't require for softcore
4 Days Ago
Fix vanilla gamemode spawner so it only spawns the respawn point in vanilla
4 Days Ago
Fix shooting rate potentially being affected by framerate (getting slower if low frame rate)
4 Days Ago
Wall storage - Initial asset structure setup, imported model, gibs, textures and materials, basic tprefab setup with model, materials and lights
4 Days Ago
- Add suppressive fire support (shooting near where the target was without necessarily seeing the target) - Fix potential bug in scientist shooting: not being allowed to shoot would freeze accuracy timer, and delay reload end
4 Days Ago
Add static respawn point to outpost scene
4 Days Ago
Update manifest
4 Days Ago
Add new static respawn point prefab - different prefab for softcore vs vanilla so they can be configured separately
4 Days Ago
Add support for per-player cooldowns on shared static respawn points Add support for authorizing multiple users on a respawn point - as opposed to bags and beds that can only be assigned to a single user - so players have to "unlock" respawning at outpost first
4 Days Ago
Added background to cl_pdump cvar run iterator reset just after EntityRemoved, not before Simplify optional argument checking for Entity:AddGesture/RestartGesture/AddGestureSequence Update lights.rad
4 Days Ago
Force crouching on flanks (again, felt better actually)
4 Days Ago
Optim: AutoTurret - virtualize part of transform hierarchy on server - Breaks dependent logic - will update next This saves 75% of time in synth test of updating aiming of 1k turrets (1.29ms -> 0.32ms) Tests: perf test + debug rendering
4 Days Ago
Improved blue cast more, and long distance jungle localized fogging.
4 Days Ago
Comment
4 Days Ago
Various adjustments.
4 Days Ago
Better timings to update category buttons
4 Days Ago
Blockout the interaction modal
4 Days Ago
FIx powered water purifier accumulating a value when running on an nearly empty tank, then converting a large amount of salt water at once.
4 Days Ago
- Tweak surprise condition - Improve surprise vis logging
4 Days Ago
M15 Pistol - Texture update
5 Days Ago
viewmodel m15 pistol rig skinning and animation edits
5 Days Ago
Add adding to the search bar Move filter content to top when opening server browser
5 Days Ago
Ensure server browser applies filters on first search
5 Days Ago
cleanup
5 Days Ago
moved heightmap carving part of erosion significantly sooner in the worldgen, post canyons/lakes but pre-rivers - simplest way to avoid affecting roads/rivers/etc too much was to just do it first and let them override the results - splatting still happens after all this, uses the original heightDelta for strength but the current slope delta for tapering
5 Days Ago
Layer changes
5 Days Ago
Updated Folding Wicker Bed Prop Model, LODS, Textures and Materials Reimported FBX's and Textures
5 Days Ago
Tests: PerfTest for AutoTurret.UpdateAiming Hacking AutoTurret's code, it suggest we can shrink this by 85% Tests: ran the perf test
5 Days Ago
Updated frontier gate/wall description, removed reference to it being a stone wall
5 Days Ago
trawler ship texturing progress
5 Days Ago
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5 Days Ago
Clamp max velocity
5 Days Ago
Filter buttons only use include groups (lets use dropdowns for exclude groups)
5 Days Ago
Bring server browser search filters up to parity with the current main menu
5 Days Ago
Sail and steering wheel bounds cleanup
5 Days Ago
merge from main
5 Days Ago
Fixed carousel opacity breaking if you swap too quickly betwen items (in between transitions)