135,602 Commits over 4,293 Days - 1.32cph!

Today
Merge from naval_update
Today
Ensure InitLOD is called before GetBounds, prevents unit cube bounds
Today
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Today
Fixed UpdateBuoys NRE in demos NRE's caused by setting the demo time will no longer stop shots from working
Today
Merge from main
Today
Merge from Reserialize_Prefabs_2
Today
Restore module_1200x1800_2way
Today
removed large and huge signs from easel capability
Today
Fix window not keeping damage when picked up
Today
set small frames and paintable window to resolutions that set their dimensions so paint marks aren't stretched
Today
Movable colliders on reactive target are now parented to regular colliders
Today
Fix error from pasting dead boats, only update submerged states of filtered buoyancies.
Today
Add cannon reload animations to the shared content bundle.
Today
Fix easel deployOBB, move back camera position, cant place so close to walls
Today
artist canvas names to put size at the end
Today
scrapframes nowdeploy with lowered shutters that raises up after deploy
Today
Fix all frame items missing ItemModSign and Panel set to SignPanel
Today
Bump up cannon health by 3x to 1000. Fix camera clipping while aiming the cannon on a boat.
Today
merge from manifestwarnings_fixes
Today
Gated the null or empty skinnable groups error to workshop skinnables only
Today
fix paintable reactive target collider issue
Today
Removed No ingredients assert on ItemBlueprint if the item is non craftable
Today
named paintable material on reactive target
Today
Assigned missing audio mixer to some prefabs
Today
Fixed copy paste file importer not setting the FilenameStringId
Today
add tint from vcolor mode to FXVille Blood World Lighting
Today
Finger poser UI flips controls for right hand Put the i in Dynamite Rework Finger poser a bit * Do not use hardcoded lists of bones, add a new list library list so addons can add support for custom models easily. * Deduplicate some code * Improve support for Zeno Clash 1 models Localize "Loading..." labels in Steam Workshop browsers * Also made it more consistent between all content types Merged PR: Localize some more UI texts Fix a very spammy warning on Linux Localize Favorites map category in main menu * Also fix localization of Other maps category Localize server outdated tag * Also fix translation module adding trailing space to every single output string Minor cleanups * Removing some unused VGUI code that I came across Duplicator uses icons instead of text for workshop status
Today
merge from artist_pack_dlc
Today
Change painting menu rotation caching to only work on the same gameobjects, trying to paint a different type of painting will reset the rotation back to default
Today
fix large lightup frame not having interact menu with hammer
Today
Ornate frame character limit, fix large frame text behind mesh
Today
Switched wanted posters canvas texts to 3D texts
Today
removed shadow proxy's capsule colllider on oil rig leg
Today
Fixed Scrap frame IO placements, swapped positions of power in and passthrough for lightup frame, reduced power consumption of shutter frame to 0
Today
merge from artist_pack_dlc
Today
Fixed paintable window painting not showing at certain angles, bumped the mat render queue
Today
merge from artist_pack_dlc
Today
Paintable Reactive Target - Updated shaders again, still no paint showing
Today
Switched ornate frame text to a 3D mesh text, also switched to a lit shader
Today
Merge: from useplayertasks_removegroupocludee_nre - Bugfix for an edge case of moving players during load of a save Tests: ran unit tests
Today
Bugfix: OcclusionGroup - account for server loading a save potentially recalculating network group - added a unit test to stress this scenario Seems like a weird edge case, but it means we gotta work around it Tests: ran unit tests
Today
paintable reactive target health and protection fix, now matches existing reactive target
Today
Paintball FX files Work scene backup
Today
Added some prevent building cols to the lightup frames for consistency Fixed deploy guide on the XL variant
Today
armor box lods and gibs
Today
Syncvar saving fixes for frames and easel, fixes to ornate frame configuration menu
Today
Fixed all scrap frames deploy volumes and missing prevent building collider Also fixed the XL and XXL variant prefabs using themselves as deploy guides
Today
exported paintable target rig with latest mesh and set rotational error to 0 on its anims to prevent snap to idle
Today
Fixed all ornate frames deploy volumes and missing prevent building collider
Today
split paintable target hit reaction anims into two parts and added to its anim.controller so the hit reaction plays instantly on every shot rather than playout the whole anim till it ready to play again