224,003 Commits over 3,684 Days - 2.53cph!

Today
fixed cargo ship harbor container displaying further than the others
Today
View package details Fix local packages not showing detail Start on Uninstalling, Switching Versions Cleaner library adding
Today
Fix errors when have no reference to items
Today
Restored a method widely used by plugins
Today
subtract 96396 bradley_scientists_changes until my Unity starts working
Today
Implementing some of QA's first round of feedback on radtown redux S2P
Today
primitive colliders for generic doors and windows frames
Today
merge from huntingtrophygibs
Today
merge from harbor_crane_ramp_fix
Today
merge from bradley_scientists_changes
Today
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Today
merge from mission_improvements_may_24
Today
merge from storage_adaptor_parent_fix
Today
merge from physical_keys
Leaderboard backup, run #11298
Today
Set use physical keys back to off, was possibly enabled as part of the 2022 upgrade
Today
Functional motorbike kickstand, some refactoring
Today
Crossbow & legacy bow fire arrow visual upgrades.
Today
Compound bow 3rd/1st fire arrow updates.
Today
Comment out PingEstimator spam
Today
Fire arrow projectile visual revamp Trimmed the trail renderer from it for performance, since it's covered by smoke trail anyway Arrow now illuminates a little bit around it mid-flight.
Today
Isolate EffectParent changes to the flamethrowers via a new separatedEffect field, should only be used if animators are causing interference
Today
Fixed flamethrower vms getting strangely offset particle effect spawn positions Not entirely sure how but they seemed to be getting affected by the parent animator in a negative way, so they now live in a separate hierarchy and I've updated the EffectParent script to handle this situation
Today
Tracking down a very weird NRE that we can't reproduce. Modified SpawnScientist in CH47HelicopterAIController
Today
Fixed water bucket VM fluid sim not working with viewmodel camera Also did some general cleanup of the fluid sim script
Today
Fixed sleeping bags preventing door controller deployment
Today
Reworked fire arrows on hunting bow viewmodel
Today
Recache viewmodel renderers on molotov
Today
S2P both harbors
Today
Merge from main (needed for S2P)
Today
Remove kinematic rigidbody from client side cotnainer pickup crane, seems to fix strange mobility issues on stair ramps Also cleaned up the prefab a bit to clear out a bunch of unused transforms on the server Will need a S2P on both harbors once merged to main
Today
Automatically spawn players at random points on the map every half second (and then kill them)
Today
Make sure we run interpolation on the new loop, this is being rewritten atm so I don't wanna touch it Optimize GameObject.Network, we do not need to constantly find the network root, it should only be set on network spawns and parent changes
Today
missing kickstand model
Today
separated kickstand from the main rig to allow for the sidecar connections
Today
Fix triangle foundations not lining up after building outwards due to side sockets being 0.01m offset
Today
Remove more PingEstimator spam
Today
Automatically kill players 20 seconds after spawn, unless they're the local client player
Today
Fixed all hunting bow arrowheads so they don't render on the middle of the arrow shaft in 3rd person. Reworked the fire arrow flames so that it doesn't bug out and stretch on vehicles. Also added a tiny light source to it and made it look and perform better.
Today
Merge NudityNREFix -> TrackDownRagdollStalls
Today
Cherry pick 96364 as there were other changes on that branch that aren't ready for main
Today
Shorten that prop name
Today
Ensure can't use different RPC attributes together, doesn't make sense
Today
Fixed errors when using server-side corpses and pixellated censoring in editor, or changing cencoring mode in editor with server-side corpses present
Yesterday
Fixed the timer box staying active when a mission doesn't have a timer
Yesterday
Fix Socket_Specific_Female not getting parented to the target entity if parentToBone is false, fixes storage adaptors not getting parented properly and preventing industrial setups from working
Yesterday
Add some more documentation to the other RPC attributes
Yesterday
lb_indexed_pointlight_shadows. By default for now, don't cast shadows to indexed point lights if the cvar is set, rarely worth anything useful
Yesterday
added candle and flame to jackolanterns, re-rendered carvable pumpkin icon as previous one clipped
Yesterday
Fixed EffectParentToWeaponBone leaving orphaned particle effects in the world after the player changes weapon