130,593 Commits over 4,232 Days - 1.29cph!
    
    
    
        
            
            
            
                
                fixed sculpting operations being too aggressive near border edges (resulting in additive not adding)
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed battering ram hit anim
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fix Awake() and OnDestroy() not being called for IndirectInstancing in standalone builds
 
                
                
                
                
                
             
         
        
            
            
            
                
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                battering ram
- new broken state
- animator updates
- added 'broken' bool
 
                
                
                
                
                
             
         
        
            
            
            
                
                Have scientists only crouch when their cover is low
 
                
                
                
                
                
             
         
        
            
            
            
                
                jungle_ruins_e more complex layout design
 
                
                
                
                
                
             
         
        
            
            
            
                
                main -> 4ShotMiniCrossbow
 
                
                
                
                
                
             
         
        
            
            
            
                
                Implemented battering ram rig and animations
 
                
                
                
                
                
             
         
        
            
            
            
                
                deauth_toolcupboard_lock_fix -> main
 
                
                
                
                
                
             
         
        
            
            
            
                
                Deauth/Auth radius command now works for the locks on Tool Cupboards
 
                
                
                
                
                
             
         
        
            
            
            
                
                Clean: fixing typo in "ServerProfiler::AppendNameTo"
Noticed when working on now-discarded assembly name skipping
Tests: scripts build in editor
 
                
                
                
                
                
             
         
        
            
            
            
                
                drag support across plane defined by first click for all 3 modes
- also actually hooked up the clear button to reset the block
 
                
                
                
                
                
             
         
        
            
            
            
                
                Make scientists approach by sprinting or sneaking from cover to cover
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed battering ram back door flickering
 
                
                
                
                
                
             
         
        
            
            
            
                
                Adding split fbxs for battering ram hardware rig
 
                
                
                
                
                
             
         
        
            
            
            
                
                Add an additional null check when removing instances
 
                
                
                
                
                
             
         
        
            
            
            
                
                dropped min-carve in gui to 1, though it can be a little inconsistent on border edges
 
                
                
                
                
                
             
         
        
            
            
            
                
                mostly breaking ice triplanar but forcing it to use local position for triplanar shader for now while testing in-gui sculpting
 
                
                
                
                
                
             
         
        
            
            
            
                
                Updating battering ram rig hierarchy
 
                
                
                
                
                
             
         
        
            
            
            
                
                fixed offset of lod transforms in jungle_ruins_walls_corner_B_02 prefab
 
                
                
                
                
                
             
         
        
            
            
            
                
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                 merge from qol_report_server_rules
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                 merge from workshop_scene_update
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Updated knight armour dlc materials and textures
 
                
                
                
                
                
             
         
        
            
            
            
                
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                Merge from magnetcrane_deathscreen
 
                
                
                
                
                
             
         
        
        
            
            
            
                
                Added forceDisableTurntableInItemStore option to steam inventory items, allows us to disable the 3d render in the item store if there is an issue (better approach than just hardcoding ids to check)
Enabled on advanced xmas lights
 
                
                
                
                
                
             
         
        
            
            
            
                
                Updated invisible admin cube + wall so they can be removed using ent kill
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added a prevent building volume to mine_tnl_entrance_xmas, fixes small space where building was possible in xmas tunnel entrance
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed shield resetting to idle briefly in 3rd person when getting shot/hit
 
                
                
                
                
                
             
         
        
            
            
            
                
                Added magnet crane avatar icon for death screen. Updated entity with prefab information.
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from hexagontile_kill_fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                Disabled saving on hexagongrid.entity
 
                
                
                
                
                
             
         
        
            
            
            
                
                Improved projectile hit handling for shields
Due to the thickness of the player capsule on the server the player often fully encompasses the shield collider, leading to the shield missing shots that it should be blocking because the shot hits the player first
Server fired and player fired projectiles now do an additional check when damaging players to see if the shield should block the hit by checking the racyast against the equipped shield
 
                
                
                
                
                
             
         
        
            
            
            
                
                merge from socketmod_handles
 
                
                
                
                
                
             
         
        
            
            
            
                
                Changed SocketMod and DeployVolume gizmos matrices so they don't take scale into account
 
                
                
                
                
                
             
         
        
            
            
            
                
                Fixed melee vm hit block animations not playing
 
                
                
                
                
                
             
         
        
            
            
            
                
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                Updated muzzle boost description
 
                
                
                
                
                
             
         
        
            
            
            
                
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                Merge from delete_entity_by_id
 
                
                
                
                
                
             
         
        
            
            
            
                
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                Merge from fishtrap_restart
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from clearUGCByPlayer_fix
 
                
                
                
                
                
             
         
        
            
            
            
                
                Merge from version_auto_printout
 
                
                
                
                
                
             
         
        
            
            
            
                
                Run the version command on client startup