239,833 Commits over 3,837 Days - 2.60cph!

4 Years Ago
GPU foliage placement sort of working
4 Years Ago
Foundation steps no longer grounded
4 Years Ago
[D11] Large Furnace Lighting values set correctly
4 Years Ago
Changed the format slightly
4 Years Ago
Added a few extra gib convars
4 Years Ago
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4 Years Ago
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4 Years Ago
Modifier timers now correctly pause/resume when disconnecting/rejoining a server
4 Years Ago
Basic scale remapping so initial zoom and clamping is device independent (instead of broken)
4 Years Ago
Tick fixes
4 Years Ago
Merge from main
4 Years Ago
Fixed bug with cargoship sound culling, cached culling distances where I can, added Effects.maxGibDist convar
4 Years Ago
[D11][UI][#4016] Added Photosensitive seizure warning to autosave prompt, Fixed issues with translations files
4 Years Ago
merge from wearable_lod_fix
4 Years Ago
Fixed issues
4 Years Ago
[D11] Rumble Manager Weapon and Critical Health rumble implementation. - [D11] Rumble Manager Weapon and Critical Health rumble implementation.
4 Years Ago
Merge from main
4 Years Ago
Work in progress GPU foliage placement
4 Years Ago
quickfix foundation.metal.wall re-link meshes after name change
4 Years Ago
merge from main
4 Years Ago
Extras from manifest rebuild
4 Years Ago
Merge from Main -> Vehicles
4 Years Ago
Added new components to hemp and campfire Schedule quality update when BaseOven is toggled Take ECS data into account when calculating temperature
4 Years Ago
more barrage polish new barrage aimer barrage icon/description fix barrage aimer flipX
4 Years Ago
Allow placement of steps and ramps on top of floors
4 Years Ago
Changed foundation.steps to allow placement on top of foundations, similar to the new ramps
4 Years Ago
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4 Years Ago
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4 Years Ago
Fixed certain conditional corner rejects not working when mixing different wall types (like walls and doorways)
4 Years Ago
Refresh neighbours when rotating a building block (for conditional models)
4 Years Ago
Ramp is no longer considered grounded (fixes ramp not destroying when foundation is destroyed) Fixed ramp construction placeholder mesh
4 Years Ago
Rebuild manifest
4 Years Ago
Initial import of temperature sensor, source and calculation system
4 Years Ago
Hide all chassis items as well
4 Years Ago
Hide the generic base prefabs for chassis and for modules
4 Years Ago
Switched cars from Discrete collision detection to Continuous. Fixes collision issues with all small/thin objects at some performance cost.
4 Years Ago
Revert "Fix the map getting stuck in a crazy state when viewing small maps on large tablets" This reverts commit cc52c2ad9d2b4d7f9d43ce7315fa58b543c47d48. Fix map updating when it hasn't been setup yet
4 Years Ago
Changed all nine road signs from mesh colliders to primitive colliders, which handle collisions at speed somewhat better
4 Years Ago
Compile fix
4 Years Ago
Don't show engine component stat if that component doesn't affect a stat Replace yes/no test with just a standard + label
4 Years Ago
Remove unused RealmedRemove entry on CarLift
4 Years Ago
Replace animation curve with a remap
4 Years Ago
Merge from main
4 Years Ago
Have the damage texture only increase to a max of 70% when vehicle is usable, making it easier to differentiate from a wreck
4 Years Ago
Fixed incorrect power consumption display on water pump and powered water purifier in builds
4 Years Ago
WIP entities package import
4 Years Ago
Fix compile
4 Years Ago
Replaced the prevent building trigger on the car lift with a box volume sized to prevent building on top of it
4 Years Ago
Fixed several issues that were making total decay time incorrect. Made decay much faster (five minutes total) when vehicle is already in destroyed state.
4 Years Ago
Acceleration/top speed edits again