142,236 Commits over 4,383 Days - 1.35cph!

3 Days Ago
Merge PR #83 to fix draggable UI causing NRE on panels that can be disabled
4 Days Ago
updated mortar animation idle pose
4 Days Ago
merge from fix_forceaddtoteam -> main
4 Days Ago
Fix forceaddtoteam not working if you weren't already in a team and not working if the target was already in a team
4 Days Ago
WIP on supporting emission intensity in workshop, fix emission toggle in workshop with intensity not 0
4 Days Ago
merge from fix_itemcontainer_take_leak -> main
4 Days Ago
Industrial Large Furnace - updated model, textures Updated manifest and localization
4 Days Ago
Add crossfade to mortar pose, fix animation handles not being released, fix animation handles not applying autoplay properly.
4 Days Ago
Industrial Autoturret - Updated textures, reran skin lists, renamed textures to new convention
4 Days Ago
Fix smoke grenade manager returns driving me crazy
4 Days Ago
transformchanged_cleanup -> main
4 Days Ago
Support food on corpses again
4 Days Ago
Save a few pennies in SmokeGrenadeManager::Move
4 Days Ago
main -> vendingmachine_ui_refresh
4 Days Ago
transformchanged_cleanup -> main
4 Days Ago
Space
4 Days Ago
- Only check if food in transform changed override for dropped entity - Only check if smoke in transform changed override for smoke grenades
4 Days Ago
Lower mortar deploy angle check to only allow placement on flat ground
4 Days Ago
Salvaged Icepick inventory sounds and weapon audio polish
4 Days Ago
Add mortar deployment guide prefab
4 Days Ago
merge from mortar_prototype
4 Days Ago
Fix mortar deployment NRE, fix socket mods using the wrong layers
4 Days Ago
Cleanup transform changed: - Only do checks on positional network update - Only do smoke grenade checks for smoke grenades
4 Days Ago
edited player animator controller so the3p jog backwards anim works correctly and set the walk animations speeds to 1 from 1.5 after exporting edited 3p walking animations to play at that speed correctly
4 Days Ago
- Deselect support - Format changes
4 Days Ago
- Lil pop anim when the search opens up - Dont create a tooltip if text field is empty - Add icon and placeholder text colouring support to input fields
4 Days Ago
added a little low wall to the penthouse greybox separating kitchen/living
4 Days Ago
removed collision from broken glass decal as it causes issues walking over moved some mesh decals up in radtown, radtown S2P
4 Days Ago
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4 Days Ago
this probably fixes it
4 Days Ago
Merge from workbench_upgrades
4 Days Ago
industrial electric furnace - reduced AO to 512
4 Days Ago
io workbench visual point setup
4 Days Ago
industrial electric furnace - game model - updated prefabs - Added stand in textures - Setup IO on off states in prefab - Added off and glass material
4 Days Ago
Some setup on io.table.deployed
4 Days Ago
industrial electric furnace - rename material to on state
4 Days Ago
Fix bad merge
4 Days Ago
main -> vendingmachine_ui_refresh
4 Days Ago
server_browser_row_fix -> main
4 Days Ago
Fix server browser only showing 4 entries until you scroll or change the page
4 Days Ago
Removed example charms from accessory manager
4 Days Ago
Fixed broken materials in backpacks and parental advisory charms Re-cached viewmodel textures, fixing the NRE Resized backpack texture sizes
4 Days Ago
Prefabbed up Kiosk E parts. Kiosk E LODs, collision, prefab setup, plus shutter LODs and setup.
4 Days Ago
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4 Days Ago
brought length relaxation back up to 1, mistakenly tweaked and caused small clipping
4 Days Ago
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4 Days Ago
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4 Days Ago
Merge: from unitask_reliable_taskpool - Optim: UniTask internal pooling now reliably caches items Tests: unit and perf tests, ran around Craggy with Jobs 3
4 Days Ago
Optim: ensure UniTask.TaskPool reliably caches items - copied from repo at 88737fb5 Original version was written in wait-free fashion which permitted only 1 participant while failing others. Rewritten to be lock-free, which allows to guarantee pooling Tests: ran unit and perf tests. stuck breakpoints to confirm that repeated perf test invocation didn't have allocations. ran around craggy with jobs 3
4 Days Ago
fixed draw distances on new static door prefabs and layer to world collisions for the apartment complex building