193,222 Commits over 4,049 Days - 1.99cph!

8 Months Ago
Added static WaterTypes class. Swapped water Item Definition string lookup to a centralised set of definitions. Eg: ItemManager.FindItemDefinition( "water" ) -> WaterTypes.WaterItemDef
8 Months Ago
Remove weird ass Visual Studio Code formatting
8 Months Ago
Can no longer splash players with radioactive water who are in safe zones
8 Months Ago
Vehicle fuel tank now supports radioactive water
8 Months Ago
world_update_2 -> radioactive_water
8 Months Ago
Increased radius of blocking zone on cargo docking path. Should prevent cargo from clipping the new rocks when docking
8 Months Ago
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8 Months Ago
Radiation dart initial placeholder prefabs
8 Months Ago
Merge from river-ocean-transition
8 Months Ago
Merge from map_slope_shading
8 Months Ago
merge from fix_god_fallbleed
8 Months Ago
merge from fix_locker_durability
8 Months Ago
merge from fix_chinookcrate_buildradius
8 Months Ago
More work on jungle ziggurat scene.
8 Months Ago
Merge from main
8 Months Ago
Scene + anim backups
8 Months Ago
Increase bounds padding on elevator lift Scaffolding mesh collider is disabled while an elevator is in motion to prevent players clipping into them and getting dismounted
8 Months Ago
Merge from world_update_2
8 Months Ago
Halve the HLOD distance of both harbors
8 Months Ago
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8 Months Ago
Added mission points to divesite D, E, F so diving missions work
8 Months Ago
Allow blueprints to be learned directly from backpack
8 Months Ago
Set static planter wetness client side to full, might solve some flickering issues
8 Months Ago
Fixed extra material pass on small planter, both player placed and static versions
8 Months Ago
8 Months Ago
Merge from fog_motion_fix
8 Months Ago
Replaced a frequent vis check on FogMachine with a trigger volume when motion sensor mode is active, should result in no performance cost at all if no players are nearby Reduced the frequency from twice a second to once every 1s-1.5s
8 Months Ago
3rd person movement stuff
8 Months Ago
Allow wolves to perceive other NPCs through occluders, but not players
8 Months Ago
Have wolves prioritize players that attack them over animals they are hunting
8 Months Ago
Fix bug where wolves were faster than light
8 Months Ago
Reduce the speed at which wolves eat a corpse
8 Months Ago
Add more ai debug toggles to rust editor
8 Months Ago
Optimize wolf path following, 60% speed boost Set a IsNavMeshReady bool to avoid calling agent.isOnNavMesh / agent.updateRotation / agent.isStopped once the navmesh is ready Cache transform to avoid doing .transform multiple times, micro-optimization but significant for hundreds of wolves
8 Months Ago
Prevent building around the chinook hackable locked crate. Uses same radius as patrol helicopter crates.
8 Months Ago
Fixed bug where lockers didn't have durability, and wouldn't subtract their condition when picked up.
8 Months Ago
Movement improvements.
8 Months Ago
Fixed bug where admins in god mode take 1 bleed damage on fall
8 Months Ago
Fixed paddling and above ground pools showing power usage 0
8 Months Ago
merge from localization
8 Months Ago
Disabled the duplicate translation error for now, need a better solution
8 Months Ago
Fixed random typos reported on Crowdin
8 Months Ago
Fixed typos in seed item descriptions
8 Months Ago
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8 Months Ago
PlaceCliffsUniform improvements
8 Months Ago
merge from fix_reserved_slot_kick -> main
8 Months Ago
Don't allow players to skip queue due to reserved slots when manually kicked with `kick` command
8 Months Ago
Rock formation density improvements
8 Months Ago
traveling_vendor_fixes -> main
8 Months Ago
Attempt to fix get path index ahead NRE