141,346 Commits over 4,505 Days - 1.31cph!

18 Minutes Ago
Launchsite / made the rocket factory ledge taller
34 Minutes Ago
Merge from modular_car_handling_improvements
45 Minutes Ago
merged flashlight refresh
45 Minutes Ago
More tweaks
49 Minutes Ago
Fix low res navmesh on ghost ships
1 Hour Ago
Reduce the size of the main cabin collider so it doesn't block shots through the newly exposed gaps when panels come off
1 Hour Ago
- updated turn on/off viewmodel anims - set up events for switch sounds in 1p and 3p - edited current 1p and 3p deploy sounds to fit new anims
1 Hour Ago
Codegen
1 Hour Ago
- Setup new Toggleable light weapon as a base type to cleanup the flashlight code - Prevent having to do two get components everytime TurnOffAllLights() is ran - Remove the hack in TipFlashlight
1 Hour Ago
Glass AR - worldmodel texture update and resize, removed unused textures
1 Hour Ago
Setup collider/visual toggle groups. Added "Col" to collider group names so they're unique in inspector lists.
1 Hour Ago
basic rabbit setup, renamed all animation files for consistent prefix and lowercase
1 Hour Ago
Attack heli specific code from earlier
1 Hour Ago
radwater_buff_2 -> main
1 Hour Ago
Buff radwater so it does significant damage to full kits Implement new scaling system that reduces rad amounts via sacled protection rather than straight values - used with only sprinklers + rad water
1 Hour Ago
Remove the duplicate client colliders for front panel
1 Hour Ago
Merge from main
1 Hour Ago
HealthThresholdToggle list support
2 Hours Ago
merge from analytics_wm_tris
2 Hours Ago
Add worldmodel tri count for LOD0 meshes as field in item definition dump
2 Hours Ago
session_modal_overflow_fix -> main
2 Hours Ago
Fix description scroll not working Clamp some flex elements so the connect modal cant overspill anymore and stretch itself so much that you cant see disconnect
2 Hours Ago
same as attack heli - setup hab armour colliders properly for both client+server so they can be removed properly added collision mesh for the frame updted prefab
3 Hours Ago
First pass boiler room (random room) shell
3 Hours Ago
Cargo ship no longer despawns its crates on server restart / does more loot cycles but randomly starts leaving inbetween - whole event should now saveload correctly - Saves the loot rounds that have passed, re-schedules the remaining correctly - Saves available spawn point indices so crates don't spawn on top of each other
3 Hours Ago
Fix old ais fleeing when player jumps
3 Hours Ago
HQM prefabs
3 Hours Ago
give this a try cause why not
3 Hours Ago
HQM ore texture and HQM collectible art
3 Hours Ago
made chanegs to the attack heli colliders left, front and right panels so tht they can be toggled off when removed.
4 Hours Ago
merge from main -> fix_hotbar_swap_overstack
4 Hours Ago
merge from comfort_fixes
4 Hours Ago
Bear rug: 100% comfort within 2m of the comfort trigger spheres. Gradual falloff until 3m. Rug: 100% comfort within 1m of the comfort trigger spheres. Gradual falloff until 2m. Previous fixes would have meant these deployables would have only given a solo player 25% comfort. Boosted values to not destroy years long gameplay behaviour
4 Hours Ago
Update: add DynamicFullscreenSprite and DynamicGallerySprite to shadow respective fields on UI_StoreItemOverlayPage - updated StoreBundleTool to also inspect private fields marked with SerializeField - updated PageElementDrawer to render DynamicRef fields (and fix layout issues) - ran UpdateDynRefs Tests: inspected serialized prefabs
4 Hours Ago
merge from main (conflicts resolved)
4 Hours Ago
camera, obsidian knife, vampire stake texture reduction among others 11 maps 2048 -> 1024, vram 24.8MB -> 6.2MB
4 Hours Ago
Changed functionality of flashlight to be like the torch, now r/click to turn on/off (press f removed) - New flashlightWeapon.cs - Updated animator with new states (viewmodel wants_on/is_on/ignite/extinguish/lit_idle) - Added 1st pass anims (wip) - setup different admires based on state - 3p setup - updated 3p states, new child controller & anim for turning on/off - Tool tip updated to reflect changes = BasePlayer-Server.cs (extinguish on sleep/disconnect) - RpcCalls.cs (dispatch table for Ignite/Extinguish)
5 Hours Ago
Merge from main
5 Hours Ago
merge from more_cliff_fixes
5 Hours Ago
Merge from main
5 Hours Ago
Add HealthThresholdToggle
5 Hours Ago
set gib models to read/write enabled
5 Hours Ago
removed blocker assets from branch & split up train tunnel parts
5 Hours Ago
merge from demo_ui_2
6 Hours Ago
Update: Add DynamicPagePrefab to "shadow" PagePrefab field on ItemStoreTakeover - added default picker rendering to DynamicResourceRefDrawer - ran StoreBundleTool to auto-assign DynamicPagePrefab Tests: inspected the prefab changes
6 Hours Ago
Compile fix
6 Hours Ago
Remove debug logs, slight cleanup + formatting
6 Hours Ago
weapon + tool texture further reduction pass where applicable 45 ao maps 1024/2048 -> 512, reduced m15 worldmodel bc/nrm/sg 2048 -> 1024 (almost no visual difference for 3rd person) vram 44.1mb -> 11.8mb
Today
Hackable crate flag / visual fixes Skip puzzlereset alerts when force resetting after restart
Today
First lot of feedback applied - Decreased body roll - Stopped cars from spinning out, can now handle drifting at higher speeds (cant have both atm) - Smoothed out steering again, was aggressive on roads