130,508 Commits over 4,232 Days - 1.28cph!

Just Now
Ignore new multi command behaviour for binds, they already handled chaining before.
25 Minutes Ago
front 50cal view model camera animations - block out
54 Minutes Ago
lowered research costs to be in line with new workbench values
1 Hour Ago
- Better 'get' and 'give up' targetting detection - Fixed target claiming possibly happening on the same boat thats trying to get rid of the target - Standardised check system - Applyed it across all targetting logic
1 Hour Ago
Fix client boat building blocks after paste
1 Hour Ago
All consumables can no longer be used when both hands are occupied (driving a mountable that blocks item usage) ^ This is a stopgap change until hotbar food eating is implemented Improved "disabled" menu option text to be more generic.
2 Hours Ago
Minor mat tweaks for lighting behaviour. LOD1 popping improvements.
3 Hours Ago
merge from main
3 Hours Ago
Reworked the supply drop to fix the visual regression.
3 Hours Ago
Add proper null check when dismounting weapon seats
3 Hours Ago
Merge from parent
3 Hours Ago
Compile fix
3 Hours Ago
merge from boat_building
3 Hours Ago
Updating rf transmitter deploy animation
4 Hours Ago
Predict reload syncvar
4 Hours Ago
Merged the initial dock & edit test to save us all the hassle of trying to dock boats.
4 Hours Ago
- Apply head animations to be in reference to the starting head position/rotation
4 Hours Ago
blowpipe animation updates
4 Hours Ago
Merge: from spectate_dontfloodsnapshots - Fixes spectate not working in UsePlayerUpdateJobs 2 case Tests: tried to spectate occluded player
4 Hours Ago
Bugfix: Ensure initial player snapshot gets sent to spectator in UsePlayerUpdateJobs 2 case Tests: on craggy with UsePlayerUpdateJobs 2, took 2nd player behind a hill to occlude, then tried to spectate them - confirmed that the first snapshot got sent.
4 Hours Ago
Merge from horse_medsyringe_healing
4 Hours Ago
Fix mission event for healing using wrong prefab ID
4 Hours Ago
mini fridge corpse mesh
4 Hours Ago
- Added a script to convert skinned mesh renderers to mesh renderers - Parking these extra changes right now (for a few days)
4 Hours Ago
Merge from parent
4 Hours Ago
viewmodel camera animations for rear 50cal
5 Hours Ago
merge from tax_convars_rename
5 Hours Ago
Ensure the wind turbine transmission also rotates. Rotates in the opposite clock direction (as it would in real life)
5 Hours Ago
mini fridge added gibs and updated lods updated deploy and item prefabs adjusted slot count to 30 (temp needs gameplay pass) updated bounds update manifest
5 Hours Ago
Restored missing entities.RemoveAll in copypaste after filtering prefabs
5 Hours Ago
medical syringe viewmodel - made functional - added anim events - updated clip data - removed camera animation (for now)
5 Hours Ago
main -> unskinned_windmill
5 Hours Ago
Fixed copypaste merge fuckery, restored copyboat commands
5 Hours Ago
Fix broken diving goggles
5 Hours Ago
Update to crockery textures
Today
Null checks in UI_DropsController to prevent menu NRE when loading playground
Today
use a realmed trace for TriggerParent.HasObjUnderFeet so they don't freak out in-editor at speed
Today
Merge: from main
Today
Added helper functions to get boat building area player, boat, block and deployable counts. Switched a function which wasn't freeing lists correctly to use the helper functions.
Today
fixed boombox.static causing errors in conjunction with culling volumes now uses meshlod and a shadowproxy as it is an expensive object
Today
Merge from parent
Today
Merge from rpg_skin
Today
Birthday hat - Rebound skin mesh in the prefab, updated .item prefab reference and the vm settings
Today
static speargun prefab cleanup
Today
removed renderer batch on compound bow placed on non lodgroup type object
Today
gun display rack weapons wont cast shadows
Today
Renamed workbench tax convars to prevent loading old values from server configs workbench1TaxRate -> workbenchTaxRate1 workbench2TaxRate -> workbenchTaxRate2 workbench3TaxRate -> workbenchTaxRate3
Today
Fixed elevators losing power when power is plugged into a non power slot somewhere in the column
Today
Ghost ships now show a map marker Fixed rotation of deep sea island icons
Today
Merge from floating_cities