134,703 Commits over 4,444 Days - 1.26cph!
Viewmodel clothing support
standardized floor.triangle.twig collider with it's counter parts to prevent groundwatch issues on upgrading
Large wooden box can no longer be clipped into world layer
Player leaves game correctly when dismounting
Refactor reservation/used by stuff down from AICoverPoint to AIPoint
AIInformationZone.GetCellsInRange implementation and visualisation/tester
AIInformationGrid.GetCell implementation.
Added AIInformationGridTester.
Added AIPoint as a base for AICoverPoint and AIMovePoint (and anything else going forward).
wip AIInformationGrid/Cell/Contents for partitioning and lookup of all the AIInformationZone move + cover points.
train_tunnel_double_str_a_36m LODs and colliders
fixed clipping deployables on watch tower
Utils, better managing draw events, fixes for particles and renderers not updating properly.
Fixed TargetLost event invert result
Added TargetLost ai event.
Updated peacekeeper AI design to return to their patrolling after combat.
Remaining RT3 terrain topo
Recyclers to both fishing villages.
Terrain backup
Radtown3 terrain integration WIP
Fixed dying by poison damage not showing on the death screen
Update entity.uploadsign so it works with photo frames too
Satdish island tunnel revamp, loot and other fixes
Fix bug in NetWrite.EnsureCapacity where it might not expand the buffer enough
fixed vanilla gamemode spawn issues
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Four way junction meshes, LODs, colliders and prefabs
Facepunch.Steamworks bug fix + Steamworks SDK 1.51 upgrade
initial outpost peacekeeper AI design
merged from skins_recently_used
BaseFollowPathState pathing optimisation.
Sat Dish exit road a notch longer for seamless connection with procroads
Relaxed the filter settings on Harbors as they would not find spots on custom maps due to the denser topologies (dropped cliffs/cliffside)
regrouping camper mat/textures, removing tmp mat/textures
adding front/back parts
Re-organized autospawn monument folders to work for both procmap and custom map monument nodes
Re-worked all custom maps Arid and Snow biome. Grass proportion greatly decreased
Large and Medium size monument inserts spread less far, reducing the plains size around these monuments
Ocean side spreads further away, this fixes underwater rock formations spawning in too little water depths
Thinned out forest topologies to reduce coverage
Swamps and Icelakes added into world_setup_v3
Removed some unused monument node prefabs (icelakes and swamps) as they are spawned using old method
Tweaks to ocean material, namely opacity changes, felt too thin, also increased foam
Stables Monuments dont export biome
Remaining SE splatting & height tweaks
Road tunnel entrance placeholder biome tinting
Fix water jug filling sounds always playing in first person for nearby players
Coastline mini monument pass
Fixed troublesome Z spots in road network
Added biome tinting to road & tunnel network
Update all signs to allow updating textures from slightly further away (3m -> 5m)
Add error checking to entity.uploadsign to make sure the player is close enough to the sign to edit it (otherwise it'll look like it worked but the server actually ignored the change)
Experimental Facepunch.Steamworks build that uses SendMessages with pooling instead of SendMessageToConnection
SQLite 3.34.0 for Mac (thanks lewis)
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