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138,564 Commits over 4,505 Days - 1.28cph!

3 Days Ago
updated powerline cables LOD texture to accomodate new draping cables shape/form
3 Days Ago
Fix stale syncvar inheritance roots being kept around after each weave
4 Days Ago
industrial torch attack was using the wrong sound definition template. was using defualt - cuasing the SFX to be heard from afar. Switched to the same template that the base torch uses.
4 Days Ago
desalination tank collider update. Fromt 28 box/capsule colliders and a mesh collider to just 1 mesh collider
4 Days Ago
Change ServerInfo from a struct to class, it had no business being a struct at over 156 bytes large
4 Days Ago
network_profiler_improvements_3 -> main
4 Days Ago
New network profiler UI
4 Days Ago
Rework packet capture to work via NetWrite rather than at all the packet send points
4 Days Ago
update from main
5 Days Ago
Fix for OnFirstLooted so that RespawnableLootFridge reports correctly.
5 Days Ago
Additional events for fuel switch and water treatment wheel.
5 Days Ago
Don't fail server boot if world.cfg is an empty string
5 Days Ago
Lock option on sculpture radial menu now correctly references Sculpture, not signs, codegen
5 Days Ago
orbit_cam_hold -> main
6 Days Ago
merge from main
6 Days Ago
Large crashed train station progress
7 Days Ago
Merge from nexus_fixes
7 Days Ago
Updated Facepunch.Nexus, all player IDs are now ulong instead of strings
7 Days Ago
wip scrap king textures
7 Days Ago
apply prefab to scene, S2P Gas Station
7 Days Ago
fix gas station better loot spawns not respawning after server restart
7 Days Ago
Water Treatment Plant Maintainables Rework (from helk feedback) - each wheel turned fully adds 180 pressure, which is now equivalent to 3 hours of water flow - max pressure of the tank increased to 360, decay changed to 1/minute - water output per minute scales linearly with pressure in the tank, from 0 to a ConVar configurable amount (default 1020/minute at full pressure) - when pressure falls to 0, water flow stops and the water in the pipes begins to evaporate at a rate of 200/minute - (WIP) number roughly balance out to a fully pressurized water pipe being 2x as good as a freshwater pump, including IO push/autofilling numbers
7 Days Ago
Added pop cap sounds and hooked up, adjusted 3p throw events
7 Days Ago
wip scrap king building skin - initial setup, materials, textures, test blocks
7 Days Ago
Added cap world model (in case we decide to add it to the left hand)
7 Days Ago
Renamed the flare folder from 'FlareOld' to 'Flare' (groundbreaking stuff and will probably break the internet)
7 Days Ago
removed animator from .weapon prefab
7 Days Ago
Deleted old materials/model/rig/anim files - Moved materials/model/rig/anim files to the original folder - Deleted 'New' folder
7 Days Ago
latest glass ar admire anim exported
7 Days Ago
updated events so flare appears more realistically back in hand in 3p
7 Days Ago
puzzle setup, placed doors, started splitting up stations into rooms
7 Days Ago
Fixed glitch
7 Days Ago
fix ADS jitter with the shield on your back
7 Days Ago
Taper and fade the last few seconds of satellite trail right before impact so that the trail looks nicer/more natural while it hangs around post-impact.
7 Days Ago
snow machine, discoball, strobe light and drone now proper have world models LOD0 optimised to be cheaper than burlap sack
7 Days Ago
- added jellyfish test assets
7 Days Ago
Small room i lookdeving
7 Days Ago
Debug overlay
7 Days Ago
- added seagull asset for testing
7 Days Ago
Fixed a spelling mistake in the SpatialBiomeFogCamera's CommandBufferDesc name
7 Days Ago
Added names for all CommandBufferDesc instances
7 Days Ago
removed unused random rooms (broken links), added doors and puzzles to medium and small stations
7 Days Ago
Use a NativeArray for lightShadowData
7 Days Ago
- added frog store asset for testing.
7 Days Ago
Added a way to name command buffers that are handled via the CommandBufferManager instead of just having a random hash at the end, this should make it easier to debug issues with command buffers that cause warnings or errors
7 Days Ago
Add two PoolAnalyzerGetWrapper
7 Days Ago
Continuing lookdev/theme exploration in small random rooms w/ set dressing. Added spawner scripts to ones so far.
7 Days Ago
Fix swing seats marking attackers hostile
7 Days Ago
Made anim effect test a bit stricter, found 8 more cases that would warn ingame Slightly less trivial to fix, for example C4 reuses satchel animations but doesn't have a throw effect, but can't get rid of it since satchel charge needs it Fixed by adding new ignoreInheritedEffectEvents in AnimationEvents, any effects added there will be ignored All tests pass
7 Days Ago
Fix held entity sprint modifier NREs