132,549 Commits over 4,232 Days - 1.31cph!

3 Minutes Ago
texture update
5 Minutes Ago
added prevent movement volume to block LOS error spot
11 Minutes Ago
Glass small surface type for industrial buildings
20 Minutes Ago
plugged more holes in countryside tunnel entrance
25 Minutes Ago
Space LR300 - Added emissive sights to worldmodel
31 Minutes Ago
env volume fix at computer station room at train tunnel hatches
40 Minutes Ago
added boat hull movement sounds
44 Minutes Ago
Add ammo display deploy fade-in
45 Minutes Ago
Added a ForwardAdd pass to the TMP depth offset shader to support point and spot lights on text
45 Minutes Ago
rebaked powerlines LOD2 textures
47 Minutes Ago
actually include emissive for alex m
52 Minutes Ago
updated textures inc emissive for alex m
54 Minutes Ago
merge from deep_sea
56 Minutes Ago
cake entity fix and krieg shotgun updates
1 Hour Ago
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1 Hour Ago
bug fixes
1 Hour Ago
Removed MonumentInfo components used in the deep sea Added a safeguard in MonumentInfo so monuments in the deep sea aren't added to TerrainMeta.Path.Monuments, it causes issues down the line when the deep sea closes
1 Hour Ago
merge from deep_sea
1 Hour Ago
Fixed NRE when calling AdminKillNoLoot on BoatAI, storage container ent wasn't loaded yet...
1 Hour Ago
Fixed rad volumes still spawning on the exit side of the deep sea
2 Hours Ago
Merge from parent
2 Hours Ago
merge from naval_update
3 Hours Ago
update to lr300 viewmodel with right hand mag release
3 Hours Ago
Fixed Spot with inaccurate colliders on cargoship
3 Hours Ago
Wetsuit repose
3 Hours Ago
base (vanilla) techtree pass
3 Hours Ago
Some prevent movement blockers for falling weapons in large oilrig
3 Hours Ago
Space LR300 - updated WM and LODs with right hand magazine catch
3 Hours Ago
easier traversal on stairs in WTP
3 Hours Ago
glass surface type > glass small on security towers
3 Hours Ago
Set Canyon type on some environment volumes to kill fog in some monument below terrain zones - not documented so assuming it works like procmap canyons Fixed a hole gap in Miltun entrance
3 Hours Ago
Merge: from main
3 Hours Ago
Adjusted sail transmission colour
3 Hours Ago
Boatbuilding station, cannonball and boat planner pass
3 Hours Ago
boat building deployables gameplay pass - WIP
3 Hours Ago
fixed early culling barricades at trainyard
3 Hours Ago
cargoship LOD3 glass is see through now
4 Hours Ago
killed wind height bend factors on snowy overgrowth - makes dancing bushes
4 Hours Ago
fixed moved AC tubes in cave_large_sewers
4 Hours Ago
wind amplitude from arid/temperate applied to tundra grasses
4 Hours Ago
removed renderer batch selectively on floating junkpiles crates
4 Hours Ago
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4 Hours Ago
Fix NRE when Indirect Instancing is disabled
5 Hours Ago
auto updated mats and metas from old versions of editor
6 Hours Ago
Include light colour term in thin transmission mode
turret_fixes -> naval_update
- FIx a bug causing the seat eye centre to go to Vector3.zero, putting your eyes inside the players body
Today
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Today
Fix Indirect Instancing accidentally being enabled by default
Resort 50 cal left after the merge