125,935 Commits over 4,171 Days - 1.26cph!

Today
baked convex colliders for ring1 and ring2 prefabs, improved bumper tire chain collider accuracy
Today
Clean codegen
Today
merge from main
Today
merge from main
Today
moved the static doors out of doors category in the ghostship variant art prefabs
Today
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Today
Changed console system class and function min length to 1 character (from 2) (modding request)
Today
Add HeightOffset to foliage placements, and force refresh in editor now recreates buffers for foliage instancing to allow for realtime placement adjustments
Today
Tweaks & inst flips.
Today
Polish
Today
Ground clutter
Today
Merge from main
Today
Setup shader params on the terrain mesh.
Another fresh attempt at new avoidance logic
Today
Add Tropical1 terrain mesh, leave it in the scene as disabled for now.
Today
Change displacement map to linear, implement directional displacement, change displacement shader blends to handle encoded directional data, pass in terrain height params as shader globals, and sample displacement vectors attenuated by foliage wind vertex colours
Today
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- Setup third person attack anims - Add attack_damaging parameter and new state to PlayerAnimation controller - Fixed issue with chainsaw third person deploy sound playing on loop - Fix hit particles playing early
Today
merge from naval_update/deep_sea
Today
Codegen
Today
merge from naval_update
Today
Codegen
Today
merge from main
Today
merge from cargopath_map_smooth2
Today
Smooth the cargo path shown on the map so it doesnt look too jagged (clean branch, plastic selected all my hidden changes by default 🫠)
Today
Smooth the cargo path shown on the map so it doesnt look too jagged
Today
Rotatable paintings and signs, during deployment and keybinds in painting menu
Today
Set a purchase limit for general tab items so multiple cannot be purchased
Today
merge from cargo_oilrig_path_fix
Yesterday
merge from modding_can_throw -> main
Yesterday
more progress
Yesterday
Allow melee weapons to network if they can be thrown - fields `canThrowAsProjectile` and `onlyThrowAsProjectile` Add `setthrowable` command to test that it works 0 = not throwable 1 = throwable 2 = only throwable
Yesterday
Cleanup & spawn fixes.
Yesterday
Spawns
Yesterday
Cargo can't hit oil rig when exiting the map Cherrypicked cargoship.egress command from deep sea branch
Yesterday
merge from fix_sam_site_reload -> main
Yesterday
merge from hackweek_crosshair_customization
Yesterday
Fix crosshair not getting initialized correctly with the settings
Yesterday
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Yesterday
Fixed using wrong enum as array index in prediction Bump MAX_CMD_RATE to 150 (from 100), to match update rate changes Minor cleanups Validate input range for FileObj:Read and FileObj:Write
Yesterday
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Yesterday
Cargoship path no longer goes around oil rigs
Yesterday
Fix sam sites not reloading after a period of inactivity - fixes SAM sites shooting <6 rockets before pausing to reload when an MLRS strike happens (or air vehicle but that's not as much of an issue) - will automatically reload after 45s of no target (convar `autoreloaddelay`) - rename Reload() -> LoadAmmo() because the reload code wasn't actually loading ammo
Yesterday
Update tooltip phrases, rename static 2 to semi-static Fix some options not getting darker on hover
Yesterday
Allow spacing to bet set closer to 0 for more customization freedom, like making small crosses Set opacity to 1 instead of 0.8 when dynamic
Yesterday
merge from modding_drone_tax -> main
Yesterday
fix rain button not displaying particles, added parameter to set initial rotation when loading objects into scene
Yesterday
Add `ent dronetax {Amount or Item Name}` to manually change drone tax for testing
Yesterday
merge from modding_drone_tax -> main