195,570 Commits over 4,110 Days - 1.98cph!

16 Minutes Ago
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25 Minutes Ago
Removing obsolete materials, fixing repetition on plastic float cubes, enabling GPU instancing on materials
43 Minutes Ago
Temporarily disable friendly fire on scientists until we improve shooting logic
49 Minutes Ago
Reduce search radius
53 Minutes Ago
- Fix oilrig being considered in water by scientists - Allow reacting to noises not necessarily coming from the current target when investigating - Prevent pathfinding spam if hearing lots of noises eg AK full auto (could have caused perf spike) - Fix enemy being marked as visible when just heard or when hit by a bullet
1 Hour Ago
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1 Hour Ago
Due to the way different languages work I'm unable to just insert the terminology into the phrase, would require full duplicate phrases of every new respawn type. Unsustainable, so replacing all instances of 'bed' with 'spawn point' in every instance.
1 Hour Ago
Improve spawn point notifications to use correct terminology and refer to the correct bag type. Previously all messages referred to “bags” (e.g. “assigned a bag” or “You are now at X/Y bags”), even when the player was using a bed, towel, or camper seat. Now: • Limit reached and limit update messages use “spawn points” instead of “bags” • The “assigned” toast now inserts the actual respawn type (bag, bed, towel, or camper seat) rather than always saying “bag”
1 Hour Ago
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1 Hour Ago
Float cubes textures
2 Hours Ago
main -> new_menu
2 Hours Ago
updated spoiled produce model to include mesh backface to prevent any exploits. updated material updated prefab to use LODGroup instead of MeshLOD so model outline script is compatible/working
2 Hours Ago
Ensure canvas groups aren't interactable when window is closed Fixed description text overflowing box
3 Hours Ago
Scroll fade on description box
3 Hours Ago
Header image and description properly parsed by header modal Description scroll box Padding and cleanup Increased server information box
3 Hours Ago
fixed spoiled produce.mat not correctly setting rendering mode to Cutour
3 Hours Ago
udpated potato crate to use relief mapping
3 Hours Ago
ammo and food updates
4 Hours Ago
merge from main
4 Hours Ago
phrases
4 Hours Ago
Merge from naval update
4 Hours Ago
Merge from main to naval update
4 Hours Ago
Submitting work to update branch
5 Hours Ago
Wall shelf stricter placement to prevent box walls - No longer able to be clipped into deployables - No longer able to be clipped into construction - More accurate volumes and sockets
6 Hours Ago
merge from loot_spawns
6 Hours Ago
Removed stray silencer loot spawns
Today
Added an invite to team option to the popup when clicking on an ingame chat message Players can block all incoming invites with client.allowTeamInvitesRemotePlayers convar
Today
Pending team invites are now saved through server restarts Team invites that are sent to players that have not joined the server yet will now be delivered when the player first joins Fixed invite button appearing for all team members
Today
Merge from main
Today
Fixed loading, added GamePhysics.OBBSweep, added handling to not let the chandelier extend through solid objects
Today
Christmas light bulb spawning fixes
Today
First pass chandelier, using ceiling light model but has player configurable length
Today
Advanced christmas light now inherits from the string light class and use the new deployment system
Today
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Today
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Today
String light fixes, manifest
Today
Cherrypick 122713, I have no clue how this disappeared
Today
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Today
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Today
Restored hanging bulbs string light
Today
Fixed some line generation issue
Today
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Today
Removing a point refunds the consummed length
Today
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Today
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Today
Revert UI.Options.Keybind.prefab, wasnt meant to be changed
Today
Compile fixes
Today
Fairy lights: can remove points and resume wiring by pressing E on the little box Added new keybinds for wire slack