116,111 Commits over 3,959 Days - 1.22cph!
Fixed Abyss Torch being lit when dropped.
Setup Varying Handmade Shell World Models to change depending on stack size
Renamed Handmade Shell World Model Variations to match naming conventions
Prototype Hatchet
Prototype Pickaxe
Setup Varying Shotgun World Models to change depending on stack size
Renamed Shotgun World Model Variations to match naming conventions
Added and Setup Spanner Props Prefab
merge from building_skins_3
merge from august_art_bugfixes
frontier skin models / gibs / colliders and texture atlases
Run protbuf gen (forgot to do it after merging racks to aux) to fix weapon racks.
Fixed thatched wall by roof side Z-fighting when placed side by side
softened side conditional colliders of brick roof to avoid block
Fix for rotation indicator display
Protection properties for unpacked parachute
Parachute is now saved and allows sleeper mounting for nexus shenanigans
Added overridePickupTime to entity pickup settings, parachute takes 12s to pick up
Fixed backpack notifies not working after
85060
Reworked parachute repacking process, instead of adding an "unpacked' parachute to the players inventory when landing the unpacked parachute now gets dropped in world space
Player can pick it up like any other item to repack it
Merge from global_networked_bases -> aux2
Try ComputeBuffer.SetData() instead of ComputeBuffer.BeginWrite() when expanding the compute buffer
Rework how we update the current backpack item since we don't send the main item container to other players
Use the player's save data to store a current backpack item id so it's always accessible to everyone
Merge TugboatJuly -> Main
Disable Water5 correction forces on tugboat - rule out ApplyCorrectionForces as the cause of the sinking reports
Added global.blockServerEmoji convar to allow clients to opt out of receiving server emoji
Merge from global_networked_bases -> aux2
Fix MaterialPropertyBlocks not having new ComputeBuffers assigned when the ComputeBuffer is "resized"
Merge Main -> TugboatJuly
Shockwave + ground effect tests
Merge from global_networked_bases -> aux2
More cleanup & hopefully fixes
fixed missing base color in a couple of materials
Added missing ambient light to festive garland window
fix for ramp/steps blocker
Explosion tonemapping iterations
Merge from global_networked_bases -> aux2