127,119 Commits over 4,171 Days - 1.27cph!

7 Minutes Ago
merge from Puzzle_rooms
7 Minutes Ago
Added new material and texture for livestock
7 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
18 Minutes Ago
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20 Minutes Ago
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23 Minutes Ago
Anchor, cannon, plank, sail, steering wheel and small engine can now all be picked up using the hammer during edit mode.;
23 Minutes Ago
Trim input on crosshair import popup Increase char limit to 50 and change overflow mode
40 Minutes Ago
merge from main
54 Minutes Ago
drone camera view can look further down (60->80)
58 Minutes 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
1 Hour Ago
merge from naval_update/deep_sea
1 Hour 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
1 Hour Ago
Manifest update, cleanup
1 Hour Ago
Clean: remove hacky testing code changes Tests: editor compiles
1 Hour 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)
2 Hours Ago
merge from naval_update/deep_sea
2 Hours Ago
Removed beach entities on tropical1, kept the meshes only for now S2P
2 Hours Ago
merge from naval_update/island_scenes
2 Hours Ago
Renamed deep sea tutorial island
2 Hours Ago
New 50 cal bounds
2 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
2 Hours Ago
Disable 50 cal colliders for now Was intersecting with the PT Boat
2 Hours Ago
Fix bone name collisions with my crappy year old tool
3 Hours Ago
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3 Hours Ago
Merge from naval_missions
3 Hours Ago
Reapply monument changes
3 Hours Ago
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3 Hours Ago
tarp fixes and added new variations
3 Hours Ago
Further pivot point and spawn point refinements
3 Hours Ago
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4 Hours Ago
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4 Hours Ago
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4 Hours Ago
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4 Hours Ago
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4 Hours Ago
Tropical island1 setup
4 Hours Ago
Merge from /main/vm chainsaw update
4 Hours Ago
Improvised walkway LOD/COL/Prefab progress
4 Hours Ago
Random materials
4 Hours Ago
Make an actual item for the 50cal turret rather than using an m249
4 Hours Ago
merge tropical1_prefab to deep_sea
4 Hours Ago
Setup s2p for tropical1, bake the prefab