129,712 Commits over 4,201 Days - 1.29cph!

Today
New scientists used to sprint into cover when out of bullets, now they'll slowly walk for 1s before sprinting to give a larger window of opportunity to players
Today
Merge from fish_pie_buff
Today
Bumped fish pie comfort from 25% to 100%
Adjusted tarp alpha cutoff settings to get red of shadow flickering issues
Today
Let's not server cull the collision for hull.triangle...
Today
Reduce new scientists damage, and remove all voicelines (they won't talk anymore)
Test branch for alex
Updated HLODs for FC 2,3 and 4
Today
persistance++ blueprint wipe
Today
removed workbench scrap crafting cost, scrap to be invested stright into unlocks
Today
Update(editor): SaveViewer - add a "SyncPos Only" toggle Need it to figure out what caused high counts of syncpos networkables on the server Tests: viewed a save from the playtest
Today
Removed 10% tax on WB1 Removed 20% tax on WB2 Common unlock cost: 10 from 20 Uncommon unlock cost: 20 from 75 Rare unlock cost: 40 from 125 Very rare unlock cost: 75 from 500 Values subject to change
playables_fixes_2 -> naval_update
Fix ArgumentException: The Playable is invalid. It has either been Disposed or was never created happening with BlendOneShotWeights. - Properly nuke the coroutine method - Extra protection in the co-routine itself to stop this from NRE'ing
Today
merge from show_toggle_growable_ui
Today
Imported and Implemented the loot storage and 50cal turret sounds
Today
Merge from better_npc_grenades
Today
Remove logs and ddraw, hook to scientist but keep inactive for now
Today
cover pass ghost ship
Add null protection to all exposed methods referencing the playable controller
naval_update -> pt_boat_2
Today
Fix pooling issue on sort config panel
Today
Merge from hackweek_boxsorting
Fix rear turret clipping on the ptboat
Today
Added to options UI under Settings / UI / Interaction
Compass reference is broken here too for some reason
Fix lost compass reference
Today
remove semiauto pistol from waterwell vendor jackhammer price increase
pt_boat_2 -> naval_update
Today
wood armour gloves repose
Today
Added showToggleGrowableUI convar. Toggles if the show/hide growable UI option appears when looking at growables.
Ensuire AI is saved
Today
merge from ui_overhead_optims
Today
Cull IO counter canvas by distance
naval_update -> pt_boat_2
Today
merge from boat_optims
Today
Cull all monument RF painting signs by distance S2P both oil rigs and excavator (oil rig will conflict with naval_update, will have to be stomped and redone)
Today
Workcart and locomotive cockpit canvases are disabled when the vehicle is off Also culled by distance
Today
Added GameObjectLOD on missile silo wipe laptop world space canvas S2P missile silo
Today
More material reduction (case by case basis) on floating walkway kit pieces
Today
merge from naval_update
Today
fixed cobweb ceiling rotation, adjusted emissive scroll to suit
Today
50cal Animation updates
Today
Added a new option to CullingVolume - AllowOnEntities Since floating cities are being parented to an entity they were ignoring all of the attached renderers as they are all techincally parented to an entity (it's just above the culling voluome in the hierarchy) This is off by default as if it was used on an actual entity it could have some unintended side effects Enabled on all of the floating city volumes, S2P all cities
Today
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Today
Fixed Deployable boom box readonly ListHashSet not getting included in ResetStaticFields
Today
Merge from parent
Today
Merge from hackweek_boxsorting
Today
Added server.allowSorting convar as a safeguard (defaults to true)
Today
Merge from hackweek_boxsorting