196,498 Commits over 4,110 Days - 1.99cph!

60 Minutes Ago
Added ability to adjust weighting of items globally in loot spawns per game mode
1 Hour Ago
Fixed vending machine restrictions not being properly applied if era is default
2 Hours Ago
Add ability for items to have a restriction per game mode, extending the era restriction field These restrictions are stored on the game mode instead of the item but are displayed on the item via a custom inspector Game mode restrictions are applied prior to the era restrictions Allows us to restrict items per game mode using the same set of tools we used for the primitive mode (eg. disallow crafting but still allow looting) Disabled the ak from being crafted as a test
Today
Cloud profiles & related tweaks.
Today
Merge from main
Today
ForceDeployableSetParent returns true on BoatBuildingBlock
Today
Fixed a buncha edge cases and the moon weirdness when day first turns to night
Today
Merge from naval_update
Today
Merge from parent
Today
Merge from main
Token changes
Create flee map markers
Compile fix
Don't flee if the target is close to a monument (within 50 meters of the centre)
Always try and flee in the direction of a monument Cap flees to around 1~ grid maximum
Today
Reserialize existing static respawn points
Today
Round to nearest minute instead of rounding down so it shows 30m after respawning at outpost instead of 29m
main -> new_menu
Today
Update - Modular boats steering wheel tier 2 (mesh and textures)
Today
Show the number of minutes left if a spawn point has >5m left - "24m" instead of 1420s - once it goes under 5m it will switch back to seconds - only affects static respawn point cooldown since all bags have 5m cooldown
Today
Add commands to unlock & lock every respawn point that requires some kind of unlock - `unlockrespawns` - `resetrespawns`
Today
S2P outpost
Today
Fix not setting cooldown when respawning at outpost after changing other cooldown code
Today
Don't require unlocking outpost spawning while testing
Today
Requring being authed (unlocking) outpost spawn in vanilla, don't require for softcore
Today
Fix vanilla gamemode spawner so it only spawns the respawn point in vanilla
Today
Fix shooting rate potentially being affected by framerate (getting slower if low frame rate)
Today
Wall storage - Initial asset structure setup, imported model, gibs, textures and materials, basic tprefab setup with model, materials and lights
Today
- Add suppressive fire support (shooting near where the target was without necessarily seeing the target) - Fix potential bug in scientist shooting: not being allowed to shoot would freeze accuracy timer, and delay reload end
Today
Add static respawn point to outpost scene
Today
Update manifest
Today
Add new static respawn point prefab - different prefab for softcore vs vanilla so they can be configured separately
Today
Add support for per-player cooldowns on shared static respawn points Add support for authorizing multiple users on a respawn point - as opposed to bags and beds that can only be assigned to a single user - so players have to "unlock" respawning at outpost first
Today
Added background to cl_pdump cvar run iterator reset just after EntityRemoved, not before Simplify optional argument checking for Entity:AddGesture/RestartGesture/AddGestureSequence Update lights.rad
Today
Force crouching on flanks (again, felt better actually)
Today
Optim: AutoTurret - virtualize part of transform hierarchy on server - Breaks dependent logic - will update next This saves 75% of time in synth test of updating aiming of 1k turrets (1.29ms -> 0.32ms) Tests: perf test + debug rendering
Today
Improved blue cast more, and long distance jungle localized fogging.
Today
Comment
Today
Various adjustments.
Better timings to update category buttons
Blockout the interaction modal
Today
FIx powered water purifier accumulating a value when running on an nearly empty tank, then converting a large amount of salt water at once.
Today
- Tweak surprise condition - Improve surprise vis logging
Today
M15 Pistol - Texture update
Today
viewmodel m15 pistol rig skinning and animation edits
Add adding to the search bar Move filter content to top when opening server browser
Ensure server browser applies filters on first search
Today
cleanup
Today
moved heightmap carving part of erosion significantly sooner in the worldgen, post canyons/lakes but pre-rivers - simplest way to avoid affecting roads/rivers/etc too much was to just do it first and let them override the results - splatting still happens after all this, uses the original heightDelta for strength but the current slope delta for tapering
Today
Layer changes