239,317 Commits over 3,837 Days - 2.60cph!

5 Months Ago
merge from main
5 Months Ago
merge from qol_auth_friends_tc
5 Months Ago
Updated to scan for external moves and deletes
5 Months Ago
Typo fix
5 Months Ago
Merge from main
5 Months Ago
exported rough 3p blunderbuster anim set and setting up blunder buster in unity
5 Months Ago
added chippy box
5 Months Ago
scaled down heads a lot, started on some lighting presets
5 Months Ago
Make Component.Reset() reset its PropertyAttribute marked properties
5 Months Ago
packaged food texture fix and asset party setup
5 Months Ago
UI Prefab update
5 Months Ago
Added new overlay type and prefab for hood. Item.
5 Months Ago
Return old studio lighting scene
5 Months Ago
merge from sks (Sar skin for nomad hazmat pack)
5 Months Ago
merge from external_holdtobuild
5 Months Ago
merge from launch_site_puzzle_loot_fix
5 Months Ago
New branch, merging prisonerhood (3 years old) to main instead of updating a 3 year old branch.
5 Months Ago
RPC filtering API change
5 Months Ago
Setup for weaponracks
5 Months Ago
Fixed crates spawning inside LS elite spawns on puzzle reset
5 Months Ago
merge from industrial_conveyor_quickmove
5 Months Ago
merge from cargo_double_dock
5 Months Ago
merge from mission_improvements_may_24
5 Months Ago
merge from material_reserialize_may_24
5 Months Ago
Leaderboard backup, run #11394
5 Months Ago
5 Months Ago
Improve ServerUse for weapons with >0 thickness. Previously a sphercast would find all hits along the bullet's travel, and then hit the first valid solid object. But imagine a theoretical bullet with e.g. 20m thickness, hitting the ground in the middle of a crowd of players. That bullet hits the ground first, so that's considered the canonical hit, and no players take damage at all. In this updated version, we only exit once we've done damage to something that can actually take damage, otherwise we keep looking through all the hits. Since this means we might now find valid hits behind solid static objects, we now also check for visibility of the hit.
5 Months Ago
Minor edit, don't need a separate method here
5 Months Ago
Added a backup generic hit pos so the attack heli rockets crosshair doesn't ever have to reset confusingly to the center of the UI
5 Months Ago
Fix compile error from title being changed to titlePhrase
5 Months Ago
Added a slight level of movement forgiveness when placing external walls, placing should now be possible while perched on something (where for all intents and purposes you're standing still but you might be moving an imperceivable amount per frame) Short Ice Wall now takes 3 seconds to place
5 Months Ago
Get rid of most of the unused commented code
5 Months Ago
Merge from main -> qol_auth_friends_tc
5 Months Ago
Merge from main
5 Months Ago
Fixed cargo ship not remembering which harbor it was docking at if the server was saved mid-dock
5 Months Ago
Fixed the quick move conveyor path leaving 0 quantity items behind when moving items These get cleaned up every second in the item heartbeat but we need it to be faster because electrical furnaces have limited space and the 0 quantity items were making the conveyor think it was full and shut down
5 Months Ago
Merge from main
5 Months Ago
Reserialize all materials (1083 changes)
5 Months Ago
Merge from main
5 Months Ago
Meta deletes
5 Months Ago
Meta updates
5 Months Ago
Merge from main
5 Months Ago
S2P fishing_village_c
5 Months Ago
Slight styling changes
5 Months Ago
Merge from main
5 Months Ago
Merge from cui_scrollablecontainers_54
5 Months Ago
Fixed typo in horizontal scrollbar json read
5 Months Ago
Merge from main
5 Months Ago
Fix typo, not meant to pass high precision offset to fog, just direct position https://i.imgur.com/EGNuSTA.png
5 Months Ago
Remove references to texture cube arrays Remove all CPU path for envmaps, bindings, fingerprinting, etc, should've removed 3 years ago but now we're ready for it