126,126 Commits over 4,171 Days - 1.26cph!

3 Days Ago
Code review: - Use ForceMode.VelocityChange - Scale by bike performance fraction - Max 10 bunnyhop multiplier force - Recalibrated bunnyhop force values during testing - Cleanup of old and new input state checks
3 Days Ago
merge from main -> modding_max_hp
3 Days Ago
Add `maxHealthOverride` to BaseCombatEntity so any entity can have their max HP overridden - setting it to anything >0 will cause MaxHP to be overridden on both server & client - check for maxHealthOverride in every MaxHealth() override - works for all entities (except nodes because they don't show their HP to client) Add `ent maxhp` command to allow setting max HP to a non-default value
3 Days Ago
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3 Days Ago
Halloween Wallpaper - Final textures, WIP Icon placeholder
3 Days Ago
Merge from main
3 Days Ago
Missed commiting .proto file for `fix_turret_interference_order` branch (filtered to .cs files)
3 Days Ago
Boat building station triggers setup. Cleanup.
3 Days Ago
merge from fix_turret_interference_order -> main
3 Days Ago
merge client_io_standalone_lines to naval_update
3 Days Ago
merge from naval_update
3 Days Ago
merge from main
3 Days Ago
Comment
3 Days Ago
Added new emission features to the Standard (Specular Setup) shader and fixed a null ref
3 Days Ago
Serialize list of interfering turrets during save so we can restore the same state after restart
3 Days Ago
Add toggle for DepthOfField in workshop scene, add tooltips to all control toggles
3 Days Ago
Regenerate manifest
3 Days Ago
Added a generic await WaitForWarmedUp method in UI_Page
3 Days Ago
Fixed a tmp nre caused by UI_Page text caching
3 Days Ago
Added comments in store warmup methods
3 Days Ago
Anim updates for smg and l96
3 Days Ago
Rejigged barge prefabs to centre pivot at origin, fixed transforms in scene. Vert painted barge surfaces on supplies, farm, food market.
3 Days Ago
Convert prefab ship wires to new client IO wires, disable ship wires on the server in every variant.
3 Days Ago
Hooked up the custom emission mask UV tiling and offset and made the emission scroll velocity only show the X and Y fields
3 Days Ago
added some mannequin prefab variants for poses
3 Days Ago
merge from workshop_colourpicker -> main
3 Days Ago
fix compiler errors
3 Days Ago
centered pivot of security barge and refactored prefab hierarchy. Merged the prison sub prefab into the sec barge prefab as it was a bit redundant
3 Days Ago
Can attach boat AI to an existing RHIB Abstract out the bow and stern transforms to just Vectors (stops allocations for nothing)
3 Days Ago
Added optional blinking and scrolling features for emission on the standard shader
3 Days Ago
Merge from main
3 Days Ago
re added skeletonjail prefab
3 Days Ago
security prison lod distances and bug fixes. hanging tarp collision fixes. skeletonjail lods and prefab
3 Days Ago
placeholder halloween wallpaper skin assets
3 Days Ago
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3 Days Ago
fixed incorrect name on LNY25 wallpaper folder, renamed temp halloween wallpaper, and rebuilt skins list
3 Days Ago
Casino barge prrefab
3 Days Ago
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3 Days Ago
Gesture menu now reliably waits for the store to be 100% warmed up before being initialised Pages cannot be warmed up twice when using the skip main menu warmup editor setting Refactored pages warmup
3 Days Ago
Manifest
3 Days Ago
Add ClientIOLineEditor to allow for creating lines without requiring an entity.
3 Days Ago
merge from hackweek_crosshair_customization
3 Days Ago
Setup cannon pitch rotation, fix client side ammo display not resetting.
3 Days Ago
floating city save cleanup of the floating walkways prefabs
3 Days Ago
big tidy up of wallpaper folder so each pack has its own icons, materials, textures and skin assets folder. Removed any old now unsued folders. Renamed pack folders to include date of creation. Rebuilt skins list
3 Days Ago
split floating walkway prefab into 4 separate ones, updated scene increased the no build zone to encompass all the level area
3 Days Ago
Rejiigged hierarchy for barge painting
3 Days Ago
Add huge 3d text to sails showing their current state (open/closed) until we have anims.