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121,764 Commits over 4,048 Days - 1.25cph!

35 Days Ago
Zigg Tank UV fix Collision
35 Days Ago
Enable easter event
35 Days Ago
test wall and floor papers
35 Days Ago
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35 Days Ago
Merge from jungle_update
35 Days Ago
Merge from blowpipe
35 Days Ago
Merge from jungle_update
35 Days Ago
Scatter dart: more darts, more spread, more damage falloff, less damage.
35 Days Ago
zigg scene ivy set dressing pass - feel free to iterate on
35 Days Ago
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35 Days Ago
Anim event timing fix
35 Days Ago
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35 Days Ago
Add extra anim events to SwapAmmo. Switch blowpipe to be event driven. Setup anim events. Fix dart being visible when no ammo.
35 Days Ago
trawler ship - interiors greybox
35 Days Ago
Texture resolution change
35 Days Ago
More descriptive descriptions
35 Days Ago
jungle zigg, tank large update. -Materials -Textures
35 Days Ago
Visual bug fixes to Big Zigg
35 Days Ago
Enable server occlusion by default - Server owners can opt out of server occlusion entirely with the '-disable-server-occlusion' cmd line parameter - Server owners can opt out of baking the rock meshes into the occlusion grid with the '-disable-server-occlusion-rocks' cmd line parameter
36 Days Ago
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36 Days Ago
Subtract 118338
36 Days Ago
Adding animation content and initial set up files for the compass
36 Days Ago
Blowpipe animation updates
36 Days Ago
merge from LODs refresh - this should not require scene to prefab as it is mostly texture rebakes and re-targeting in materials - limited prefab changes
36 Days Ago
Merge from deltalerp
36 Days Ago
merge from LOD Baking tool
36 Days Ago
Added a few tooltips to the editor Added zoom modifier field to skinnable object, affects the default zoom of the camera in the workshop editor Modified bear rug as an example
36 Days Ago
Merge from main
36 Days Ago
merge from main - RC
36 Days Ago
Added server.spawnvinetrees, will skip the vine trees during proc gen unless this is enabled Needs to be set at boot, will do nothing after proc gen has processed
36 Days Ago
Fix HE grenade having 80 explosive player damage instead of 90 (after making player specific damage)
36 Days Ago
Fixed vine tree not getting randomised rotation
36 Days Ago
Improved initial rotation of vines, fixes camera snap the first time a player uses a vine
36 Days Ago
Unsaved
36 Days Ago
Replace the vine renderer with a super simple line renderer (keep the old one as a prefab, can be swapped out)
36 Days Ago
Configure lanes on client when connecting to server (previously it didn't set any lanes on client) - fixes client paste in steam networking not having a lane to send on - use same lanes the server uses
36 Days Ago
Apply GameSetup initializationCommands to the commandline so you can set steam networking from inside the editor
36 Days Ago
Merge from parent
36 Days Ago
Merge from parent
36 Days Ago
Merge from jungle_update
36 Days Ago
Merge from main
36 Days Ago
Renamed canRequireAuthIfNotLocked -> canRequireAuthIfNoLock convar to erase any default value saved to true Set as unsaved
36 Days Ago
Clean fix
36 Days Ago
Rework vine spawning locations, now just spawns at a given height and radius
36 Days Ago
Assign player specific damage values for the rest of explosives - convert blunt + bullet + explosive -> explosive damage for players only
36 Days Ago
Added the ability for ladders to require the player to look at the vine to climb it, prevents player going into ladder climbing mode if they strafe into a vine swinging tree
36 Days Ago
▋▇ ▌▍ ▅▍▋▋▄▍.
36 Days Ago
Update F1 grenade, HV rocket and HE grenade with their player specific damage values
36 Days Ago
Attempt #2: Instead of adding a new damage type, allow explosives to provide player-specific lists of damage - similar to how salvaged hammer has a separate damage list for deployables vs walls - pass in normal damage vs player damage depending on what is hit - default to normal damage if player damage is unassigned - allows better control when trying to untangle the web of melee + bullet + explosive damage from explosives than a single PlayerExplosive damage type provided
36 Days Ago
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