127,140 Commits over 4,171 Days - 1.27cph!

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Add a small helper collider to fishing_village_b to prevent getting stuck https://files.facepunch.com/jacob/1b2911b1/ShareX_e7JzS9nG2E.jpg https://files.facepunch.com/jacob/1b2911b1/Unity_LEpW1Z6TJo.jpg
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35 Minutes Ago
merge from Puzzle_rooms
35 Minutes Ago
Added new material and texture for livestock
36 Minutes Ago
Silo is now T3 red card puzzle monument, spawns advance fragments - added additional 3 elite crates to R.U.S.T nuke room Radtown puzzle room now had military crates s2p
47 Minutes Ago
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51 Minutes Ago
Anchor, cannon, plank, sail, steering wheel and small engine can now all be picked up using the hammer during edit mode.;
52 Minutes Ago
Trim input on crosshair import popup Increase char limit to 50 and change overflow mode
1 Hour Ago
merge from main
1 Hour Ago
drone camera view can look further down (60->80)
1 Hour Ago
Bunch of loading fixes
1 Hour Ago
Fixed portal width extending over the terrain margins
1 Hour Ago
require drones to be marked hostile for sentry and SAM targetting
1 Hour Ago
building plans prop anims edited
1 Hour Ago
blueprint fragment backface fix blueprint world model fix (changed to optimized LOD components)
1 Hour Ago
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1 Hour Ago
merge from supply_drop_fragment_fix
1 Hour Ago
fixed basic fragments not spawning in supply drops, Was only spawning during primitive
1 Hour Ago
rock variant updates
2 Hours Ago
merge from naval_update/deep_sea
2 Hours Ago
Merge: from baseplayer_vis_nre - Potential(low chance) bugfix for NRE on spectate end - Breadcrumbs in case it's not fixed Tests: editor and standalone build spectating loop
2 Hours Ago
Manifest update, cleanup
2 Hours Ago
Clean: remove hacky testing code changes Tests: editor compiles
2 Hours Ago
Bugfix: potentially fix BasePlayer Vis NRE - Added extra logs to catch other sources - Refactored code to extract invariant checks Not confident it'll actually solve it, if it does - can remove extra logs Tests: using spec_loop command to force client to quickly spectate-then-stop in a loop. Tried both in editor and standalone builds - no issues(though I couldn't repro it originally this way anyway)
3 Hours Ago
merge from naval_update/deep_sea
3 Hours Ago
Removed beach entities on tropical1, kept the meshes only for now S2P
3 Hours Ago
merge from naval_update/island_scenes
3 Hours Ago
Renamed deep sea tutorial island
3 Hours Ago
New 50 cal bounds
3 Hours Ago
Changing number of threads via convar will properly end the active threads and create new ones, remove unused fields, re-hook loading from save if it exists