125,339 Commits over 4,171 Days - 1.25cph!

24 Minutes Ago
merge from main
29 Minutes Ago
fixed boat wall.window dimensions, made colliders snug
47 Minutes Ago
Merge from main and parent
48 Minutes Ago
Merge from main
56 Minutes Ago
elite crates have a chance to generate advance blueprint fragment loot lowerd chance of MLRS ammo
1 Hour Ago
desc update
1 Hour Ago
Removed stairs.wood block from global stair prefab, eliminating double reference (spotted in gibs)
1 Hour Ago
hackable crate loot always contains advance blueprint fragments
1 Hour Ago
basic and advance loot base setup
1 Hour Ago
Workbench tier 2 and 3 now require 5 blueprint fragments - numbers subject to change - Workbench T2 - 5 basic blueprint fragments - Workbench T3 - 5 Advance blueprint fragments
1 Hour Ago
Added basic and advance blueprint fragments - Damaged diagrams containing partial information to constuct a Tier 2 Workbench for advanced crafting. Several fragments are needed. - Precision schematics with complex information, multiple fragments are necessary for crafting a Tier 3 Workbench.
2 Hours Ago
merge from main
More progress on choice of mission rewards - Rudimentary UI for previewing and selecting rewards in mission screen - More work on mission editor inspector nicely working with new rewards data
Today
Rock/cliff files.
Today
▆▆▉▄▉ ▅▋█▉▌█▄▌ - ▊▇▊▉▆ ▄▄▉█▇▌, ▌▌▇▌▍▅▇ █▅█▊▍, ▉▍▊▋▍▇▊▅▄ ▄▆▊ ▆▅▇▊█▅▉▌, ▍▋▆▋
Today
update manifest for projectile error
Today
fix HoldTypeAnimationOverride, setup for client testing
Today
manually override raid, snow and temperature manually when players are inside the deep sea
Today
merge from deep_sea/wipe
Today
Fix static mode always visible ignoring client.crosshair Fix settings preview crosshair updating dynamically Add tooltip mention that spacing doesn't do anything in dynamic mode
Today
Add separate set of sliders for chance of each weather preset inside the deep sea - only clear weather allowed: no fog, rain or storms (since that indicates the deep sea is wiping soon) - only modify the visual weather effects on the client, don't mess with the ocean simulation yet
Today
pooled visuals, projectile throwing support, animator fixes, fix entity visual spawning
Today
Players in the deep sea when it wipes are all killed by radiation Some cleanup
Today
More splat tweaks.
Today
Hook up all the convars so far to the options menu Switch to colour dropdowns for the colour settings Set/fix all phrases correctly with the new system, adhering to convention Move main crosshair enable/disable toggle into the new section Simplify / rename a few crosshair variables, add one more color option
Today
Optim: ServerOcclusion - convert OcclusionIncludeRocks part of narrow phase to Burst Total generation time went from 240s -> 130s. There's still 80s worth of TestInsideTerrain to rewrite Tests: regenerated and visualzied in editor
Today
Progress/backup
Today
merge from meta_shift
Today
large sail
Today
Add cannon admin fire command, fix ballista admin reload using hardcoded ammo types (use available ammo types instead)
Today
Add a way to disable rcon in editor prefs (Edit -> Preferences... -> Facepunch -> General)
Today
New: AreInsideMesh - burst versions of IsInsideMesh - added unit tests Tests: ran unit tests
Today
Add preliminary support for layers to indirect instancing
Today
Fixed brightness flickering on indirect instancing objects when moving camera (inefficient variant)
Today
Environment volumes in food and farm barges. Dock light LODs and decal fixes.
Today
Reapply military tunnel radiation changes from `military_tunnels_radiation_consistency` without merging the whole of naval_update
Today
Static prop version of sunflower with wind, and swapped out proxy WM versions. Updated manifest with missed planter variant.
gifted_bag_tugboat_pickup -> main
Today
▌▆▍▇▄ ▆█▍▉ ▋▆▄▊▆▊▍▇▌▍▅_▄▇██▋_█▅█▊▅_▅▊▊▇▇▆▊▍▊▉█▍▅██▍▇▄
Today
▆▍▆▅▊ █▍██▇▉▆▍▋▍▇ ▍▅▌▋▍▅▆ ▅▊ ▋▆▌▇▇▌▇▆▇▍▅▋▆█▍▊▋▉ ▇▍▄▍▄▅▉█▋ / ▍▊▅▅▊▄█▌▅▅▄▄▉▅▄, ▊▋▌▉▊▋ ▍▄▆ ▉▌▆▊▌▆▋▋▌▅
Today
Bugfix: ServerOcclusion - don't ignore rocks that are close to the center of a subgrid cell Tests: regenerated and visualized in editor - seemed sensible, no gaps observed
Today
Merge from night_lighting_fixes
Today
Removed combined door from farm kiosk, set up separate prefab and nested. Replaced seed bag props in farm with static versions.
Today
merge from naval_update -> deep_sea
Today
Convars to config the wipe interval
Today
exported chiansaw 3p deploy and attack anims that match viewmodel versions
Today
Deep sea is saved and wipes every X hours When wiping: - move all players back to the main island - kill any entities inside - spawn the content again