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139,661 Commits over 4,505 Days - 1.29cph!

2 Years Ago
Time text LOD Updated icon
2 Years Ago
Tweaks for new IK script.
2 Years Ago
Merge from workbench_rpc_fix
2 Years Ago
Added server.uselegacyworkbenchinteraction replicated convar, when enabled interacting with workbenches will open a loot panel with a button to open the tech tree instead of going striaght into the tabbed tech tree interface Should help with mod backwards compatibility
2 Years Ago
Changed some DPV textures to make the flashlight reflector work. Renamed plainlight_warm/cold because they weren't being used as such anymore. Setup DPV headlight.
2 Years Ago
Merge from parent
2 Years Ago
Merge from bradley_death_screen
2 Years Ago
more fish shoals, tweaked fish_shoal_small pivot as it was offset
2 Years Ago
Second pass on wainscotting wallpaper
2 Years Ago
Explosive Effect Offset -> Main
2 Years Ago
Add ability to offset explosion effects locally or in world space
2 Years Ago
disabled refraction on digital clock material
2 Years Ago
Added digital clock bit matrix font Tweaked text mat Updated icon
2 Years Ago
Fix `ProtocolParser.staticBuffer` being uninitialzied on other threads when not writing network data - surprised this didn't throw errors before
2 Years Ago
Implement writing Protobuf header of demos for the final merged player demo
2 Years Ago
Adjust terrain anchors on all 3 new divesites
2 Years Ago
Swap divesites over to prefab Remove Scene2Prefab Resetup populations Delete autospawn folder
2 Years Ago
cleaing up divesite. collision and lods
2 Years Ago
Updated Textures for Digital Clock
2 Years Ago
Fix wolf not following players moving away with lit torches
2 Years Ago
Add torch to bow editor loadout
2 Years Ago
Have wolves look at their prey when circling
2 Years Ago
Fleshed out the display panel. Added LCD font.
2 Years Ago
Placement changes Manifest again Made seperate wood bonus for wood piles
2 Years Ago
lobster trap and boat lods and collision. starfish and crab, set dressing
2 Years Ago
playerupdate. crossbow idle anims clip ranges edited to make them stable
2 Years Ago
Tunic rig/burst cloth setup, still WIP
2 Years Ago
LODs for Digital Clock
2 Years Ago
hitching - easing in break force over short number of frames to let it break easier after initial hitching - set hitching flag on attached entity - horse modifies speed with prescense of hitch flag
2 Years Ago
setting up wallpaper viewmodel in unity
2 Years Ago
hitching tweaks - project hitch joint - move ridable queue processing to fixed update
2 Years Ago
Renamed wainscotting icon and added minor grunge added to textures
2 Years Ago
Digital clock material and texture update
2 Years Ago
Update to Digital Clock material
2 Years Ago
Enabled cutout on default wallpaper skin materials, so you can see the wall grade behind
2 Years Ago
Digital Clock - Moved Materials Folder. Updated prefab text position. Updated mesh.
2 Years Ago
Updated Wallpaper Viewmodel and World Model to use updated FBX Updated Wallpaper Viewmodel and World Model Material to use an opacity map Added Wallpaper Viewmodel and World Model Opacity Map
2 Years Ago
wallpaper entity updated with wallpaper wm
2 Years Ago
exported wallpaper viewmodel rig/anim set with latest wallpaper model
2 Years Ago
Update the page prefabs with branding, logo and layout masks enabled
2 Years Ago
unpacked prefabs for divesite
2 Years Ago
menu ui prefab
2 Years Ago
Small tweaks to subway texture grime, added wainscotting (still WIP)
2 Years Ago
Added green wallpaper placeholder icon Folder cleanup
2 Years Ago
World Update 2 -> Legacy Wood Pile Improvements
2 Years Ago
Tweaked doorway wallpaper socket offset so you can't deploy wallpaper from the hard side when theres no door
2 Years Ago
DoPrepare to get an id on the new divesite prefabs Cleared out divesite_a and c replicas Updated manifest Re-added to populations to ensure proc gen spawning for the new prefab paths
2 Years Ago
splite divesites off to their own scenes so we dont get as many conflicts. Renamed new A B and C to D E and F as we have old ABCs, relinked broken rocket materials on divesite E, ran scene to prefab on D E and F
2 Years Ago
Make fsms easier to debug and extend by using tags for high-level transitions instead of nested fsms
2 Years Ago
Updated Rust+ pairing error messages toast with the new syntax