140,845 Commits over 4,352 Days - 1.35cph!

Just Now
basic hookup of visual effects
10 Minutes Ago
14 Minutes Ago
Gate the whole feature behind a new server var.
21 Minutes Ago
Move settle timeout to a convar.
24 Minutes Ago
merge from main
34 Minutes Ago
merge from render_pipeline_testing
35 Minutes Ago
Rejigged hierarchy of Kiosk E FBX. Applied kiosk-specific shutter material with correct TD to shutters.
35 Minutes Ago
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39 Minutes Ago
Refactor duplicated code
42 Minutes Ago
handle another case
45 Minutes Ago
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47 Minutes Ago
Merge from main
48 Minutes Ago
Patrol heli gibs now set mesh colliders to non-convex and kinematic once at rest (sleep or 10s timeout), synced to clients.
49 Minutes Ago
Buoyancy ResetStaticFields to fix error spam with skip domain reload
1 Hour Ago
updated water wheel: maxPowerGenerationFromWater: 30 maxPowerGenerationFromManualUse: 60 Updated crafting cost IO techtree progression
1 Hour Ago
Clean(tests): add messages to new checks to know which permutation and player diverged Tests: ran the modified test
1 Hour Ago
Updating player model skinning
1 Hour Ago
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1 Hour Ago
Update(tests): TestIsFlyingConsistency now also compares computed flying states - Reset flying state between test runs Tests: ran tests, level 1 passes but level 3 now fails
1 Hour Ago
Create BatchRendererGroup on startup
1 Hour Ago
Establish basic compatibility with SRP/RRP
1 Hour Ago
RRP: Prevent NRE from destroyed cameras
1 Hour Ago
Bugfix(tests): make AntiHack tests spawn players with colliders Tests: ran all AH tests, all pass except for 1 already known
1 Hour Ago
2k version of garage door diff/nrm. Rentable shop specific shutter material to correct TD. Reexport Kiosk F shutters
1 Hour Ago
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2 Hours Ago
Update(tests): rewrite TestIsFlyingConsistency to better mix various players Need to figure out why playerr-on-player test doesn't detect player, will do next Tests: ran unit test, detects an issue on level 1
2 Hours Ago
FX prefab applied
2 Hours Ago
Water wheel movement accents and loop changes and added new inventory pickup and drop sounds
3 Hours Ago
change sound class of idle accent sound
3 Hours Ago
fixed incorrect rotation on combat knife on weapon racks
3 Hours Ago
merge from overfishing
3 Hours Ago
Merge from boat_deployable_sound_looping_fix
3 Hours Ago
Boat deployable looping sounds fix
3 Hours Ago
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3 Hours Ago
reapply fishing tags after merge squash
3 Hours Ago
Merge from map_clan_names
4 Hours Ago
Remove ocean fishing flag when in deepsea, fixing deepsea fishing pool
4 Hours Ago
Clan map name tags now respect clannametagcolour
4 Hours Ago
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4 Hours Ago
merge from main
4 Hours Ago
Stop water wheel failing placeEffect test, it has bespoke logic for it Exclude io prefabs with no inputs from the main power slot test Swap out hacky checks for if an entity is immortal for the better method we now have
4 Hours Ago
apartment wood stove texture updates
4 Hours Ago
Merge from chainsaw_hotspot_gathering
4 Hours Ago
❌ now stays hidden whilst being hit with a chainsaw, respawns after chainsaw hits have stopped Hit effect now plays at the hit point rather than where the ❌ would be whilst hitting with a chainsaw
4 Hours Ago
Remove ddraw
5 Hours Ago
fixed door knocker guides being upside down - created new guide mesh
5 Hours Ago
merge from useplayerupdatejobs3
5 Hours Ago
Fix tiger getting stuck when fleeing
5 Hours Ago
OnPlayerRemovedFromCache now calls ResetAntiHack directly instead of juggling matching implementations
5 Hours Ago
Update stopping distances