147,532 Commits over 4,444 Days - 1.38cph!

4 Years Ago
ice roofs on bandit town xmas
4 Years Ago
Converted lightbulb shader
4 Years Ago
improved textures for the wood version of gun rack
4 Years Ago
show toasts for world events (temp/wip)
4 Years Ago
merge from canvas_disabler_2
4 Years Ago
Mining quarry will give items over time rather than dump them all at once
4 Years Ago
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4 Years Ago
Disable harmony in the editor
4 Years Ago
shotgun slug now does 50% damage at 40 meters+ instead of 75% damage at 80+ shotgun slug does 100% damage from 0-20m instead of 0-10m
4 Years Ago
Fix y == 1000 not being included in the dungeon layers
4 Years Ago
added fire mode toggle bind mp and lr have inbuilt burst module burst module lowers aim cone slightly
4 Years Ago
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4 Years Ago
more on bandit town xmas, cloth shader on tree pot rug, ice_roof static prefabs
4 Years Ago
merge from m92_ads_sway_fix
4 Years Ago
Ferry terminal public bench chairs (preview)
4 Years Ago
more on fishingvillage_b_xmas
4 Years Ago
merge from qol_nov_22
4 Years Ago
merge from turret_optimize
4 Years Ago
vm m92 - fix for vertical sway in ADS
4 Years Ago
dog idles and panting anim
4 Years Ago
network++
4 Years Ago
merge from harmony_qol
4 Years Ago
reapplying harmony_qol
4 Years Ago
fishing village b xmas preset
4 Years Ago
Server Selected Panel
4 Years Ago
Implement roof weakpoint fix with Transforms rather than Vector3
4 Years Ago
New Server Browser UI
4 Years Ago
merge from steam_auth_tracking
4 Years Ago
Shopfront compile fix
4 Years Ago
more on bandittown xmas prefab, added some more icicle variants to static prefabs
4 Years Ago
Optimizations
4 Years Ago
updated test save
4 Years Ago
merge from ah_7
4 Years Ago
Reduced the crafting time for embrasures
4 Years Ago
Reduced the crafting time for all grenades
4 Years Ago
temp code for placement effect test
4 Years Ago
merge from nicer_underwater_labs
4 Years Ago
merge from qol_nov_22
4 Years Ago
Regenerated the vehicleediting loot panel. Was throwing errors post-merge.
4 Years Ago
Merge ModularCarCodeLocks -> Main. Replaces modular car key locks with code locks. - At vehicle lifts: Add a code lock (same cost as a key lock was - 75 metal frags), view the code lock's code, change the code, or remove the lock. - Damage a module down to 20% health or less to enable an interaction to break the lock (on the whole vehicle). Or push it to a vehicle lift (note: pushing codelocked vehicles is disabled in safe zones). - Once you've entered the code once, you're whitelisted and don't have to enter it again. - No guest codes, but I'm open to adding them if there's significant demand.
4 Years Ago
Fixed fuel tank interaction not working with keycodes
4 Years Ago
Vehicle keypad entry now supports all interaction types (storage etc), not just mounting
4 Years Ago
Throw-mounting works with new row setup
4 Years Ago
merge from main
4 Years Ago
Player dying while entering a keycode in the vehicle lift keypad no longer locks it into Occupied state
4 Years Ago
Set lock destroy health to 20%
4 Years Ago
Fixed cryptic networking errors when spawning a car. It seems that you can't create new class instances inside a Load method. CarLock was being created there in some situations. Fixed car locks getting errors if the save file had a null lock code.
4 Years Ago
ModularCarLock revert Save changes
4 Years Ago
Fixed the vehicle code lock light state not always being visually correct on loading from save. Modular car now has its own code lock protobuf content. Manifest rebuild.
4 Years Ago
More dressing & some prefab mat tweaks