256,654 Commits over 4,018 Days - 2.66cph!

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Reduce croc sight range
8 Minutes Ago
Fix on back orientation
11 Minutes Ago
Update: move player transform cache updates to be first step of parallel player processing - Bugfix - using Steam networking backend can have temporary outtages, which can cause gaps in processing and player cache desyncing - also enables us to compose parallel flows better in the future Tests: local editor session on craggy
16 Minutes Ago
New icon and inventory effects
40 Minutes Ago
- Fixed animation controller forcing exit time on catch - Implemented some radius on the hit casts (gives some leeway on having to directly hit the target)
55 Minutes Ago
Make sure correct context local scope is pushed when running console command - Fixes incorrect TypeLibrary being used when running commands
56 Minutes Ago
added some volumes to stairs of zigg to help movement until final colliders S2P
58 Minutes Ago
Update: add temp emergency disable of player job processing - Only active on staging servers while I investigate the crashes Tests: forced an error via debugger - confirmed fallback is working
1 Hour Ago
Moved ContainerCorpse file to another folder
1 Hour Ago
When spawning a deployable corpse, assign the building priv authorized players as the owners This allows multiple players to access the loot of a deployable corpse
1 Hour Ago
horse costume world model randomiser setup (currently not working, likely needs the proper lods)
1 Hour Ago
Added the hinged doors entity in the jungle_ziggurat_security_entrance_b prefab
1 Hour Ago
Random parts setup (material variations)
1 Hour Ago
Burst cloth rig on horse costume
1 Hour Ago
Add MovedObject patch operation, this operation tracks objects that have been reordered or moved to a different container. Basic tests are passing now Add complex generated GameObject diff/patch roundtrip tests Most of them are passing, ordering seems to break sometimes
1 Hour Ago
manifest
1 Hour Ago
hinged doors for zigg security gates
2 Hours Ago
Remove unneeded logs
2 Hours Ago
Fixed client catch prediction (works well!)
2 Hours Ago
Workbench 3 corpse ingredients
2 Hours Ago
Recreate datatable and reset snapshot system on hotload for GOS - get sync vars working
2 Hours Ago
Shockbyte and retro tcs corpse prefabs
2 Hours Ago
Tests: move the PlayerCache stress test to it's relvant tests file and clean up - commented out the expected-to-fail case Tests: ran the tests
2 Hours Ago
Dump the extrapolation. Implement full clientside pediction instead. Behaving sensible at 150-200ms ping
2 Hours Ago
Make it so the player can sprint sideways
2 Hours Ago
Desal Collision
2 Hours Ago
Fixed aim offset
2 Hours Ago
Update for Desal tank collision
2 Hours Ago
Reordered some ViewModel code, use Holo for M4
3 Hours Ago
Compile fixes
3 Hours Ago
Increased look at toggle command accuracy
3 Hours Ago
merge from softcore_update
3 Hours Ago
merge from softcore_update/bag_changes
3 Hours Ago
Added Colliders for Water Treatment Tank
3 Hours Ago
Initial chunk / rpcs, register sync vars Unique ids for GOS, interface to share delta snapshot logic between net objects and GOS
3 Hours Ago
Initial chunk / rpcs, register sync vars Unique ids for GOS, interface to share delta snapshot logic between net objects and GOS
4 Hours Ago
Some refactor and allow non-admins to use commands.
4 Hours Ago
Desal tank collider update
4 Hours Ago
Refactor some checks to use IsInCreativeMode instead of manually checking for all users or flag. Clamp radius command distance.
4 Hours Ago
merge from main
4 Hours Ago
merge from main
5 Hours Ago
Adding test piper nigrum files due to working in office this week (WIP - will clean up once finished)
5 Hours Ago
Merge from main
5 Hours Ago
drawcolliders now works in demos
5 Hours Ago
Cleanup pass on all dart projectiles, removing disabled wooden model and centering correctly.
5 Hours Ago
cherrypicking 116004 Clamped minimum lodbias to 0.5
5 Hours Ago
cherrypicking 116141 HV RL Explosion uses rocket-launcher-rocket-hv-explosion SFX.
5 Hours Ago
cherrypicking 116005 Weapon rack parachute NRE fix
6 Hours Ago
zigg scene backup, relinked props to prefabs
6 Hours Ago
fixed layer on IBC prefab, condensed the ibc_a prefab into a single object