141,462 Commits over 4,383 Days - 1.34cph!

Yesterday
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Yesterday
manifest rebuild for kiosk signs
Yesterday
Merge: from connections_pool_leak_fix - Bugfix for leaking List<Connections> Tests: ran around on craggy and checked print_memory showed low max value
Yesterday
Bugfix: return List<Connection> to pool in SendNetworkUpdate_Position Submit on behalf of cipeaX, it's his find Tests: ran around on craggy, checked pool.print_memory - max stayed low
Yesterday
Fix tiger prowling and croc intimidation
Yesterday
Centralize all flags in npc networking component
Yesterday
Industrial Autoturrer - Updated model and placeholder textures, changed IO ports positions based on new art
Yesterday
Merge from terrain_renderer
Yesterday
prefabs/Wallpaper/ ok
Yesterday
Tutorial animation updates
Yesterday
Merge from main
Yesterday
prefabs/NPC/ ok prefabs/resource/ ok prefabs/plants/ ok prefabs/Tools/ ok
Yesterday
Clamp renderdistance with a minimum to fix some edge case issues
Yesterday
* Fix look at not working properly anymore because it was relying on the target being replicated * Make sense component server only, add separate component for networking * Network look direction instead of lkp, don't let the client come up with potentially different look directions (todo fix prowl still depending on target being networked)
Yesterday
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Yesterday
edited holster/baclpack positions on salvaged axe entity
Yesterday
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Yesterday
Industrial Electric Furnace - item created - prefab created - icon created - greybox model - material created - ran localization - ran manifest
Yesterday
Improve fillmounts command - works correctly with horses, prints better feedback
Yesterday
tier 1 workbench empty version
Yesterday
Merge from 3p_spectator_improvements
Yesterday
merge from workbench automated_tests
Yesterday
Fix spam from passing in a zero vector to Quaternion.LookRotation when spectating mounted bots
Yesterday
Test save, 11 workbenches, 9 with each individual upgrade equipped, two with four mixed each.
Yesterday
Merge from main
Yesterday
assigned salvaged axe holdtype overide controller to entity and exported updated 3p anims
Yesterday
handling direct transition between different parent entities properly, the coordinate system changes so it needs to reset tracking, also removed some bad state resets - added convar to broadcast ddraw information on dropped item clip checks and collider state to _all_ players (help info makes it clear)
Yesterday
merge from main
Yesterday
Merge from main
Yesterday
added sofas to prop team prefab and wood shutters greybox
Yesterday
KickHazmat skinning update
Yesterday
3p sitting anims and clips updated
Yesterday
Aded headbob to waterwheel
Yesterday
Merge from main
Yesterday
merge from main
Yesterday
prefabs/Food/ ok prefabs/Instruments/ ok prefabs/IO/ ok prefabs/Locks/ ok prefabs/Misc/ ok
Yesterday
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Yesterday
Add padding to int params
Yesterday
Fix draw distance max cell calculation and snap to furthest lod
Yesterday
Fixed grenade anim override not using throw animations
Yesterday
Fixed holster info bone name not working if supplied bone was spine4
Yesterday
Mountables can now toggle between the legacy vehicle aim yaw system (0-1 range going counter clockwise from forward) or normalized (-1 to 1, 0 straight ahead) Exposed as an accessor for now, not in the inspector Fixed submarine passenger seat spinning Fixed snowmobile passenger seats, had to mark sit pose animations as loops Remove redundant GetMountedAnimationSpeed override in BaseVehicleSeat.cs
Yesterday
Don't show parachute canopy on legs renderers
Yesterday
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Yesterday
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Yesterday
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Yesterday
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Yesterday
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Yesterday
industrial shelves - update item inventory move sounds to metal - assigned metal sfx
Yesterday
prefabs/Deployable ok