132,705 Commits over 4,232 Days - 1.31cph!

Today
updated vm lr300 space anims
naval_update -> 50cal_animations (2)
naval_update -> 50cal_animations (merge issues)
Today
fixed stairs being ass at excavator smaller machine
Today
tweaks to rocks in WTP to avoid poking out of cliffs
Today
removed rendererbatch from drain and manhole cover prefabs raised them by a bit in ferryterminal to be sure
Today
texture update
Today
added prevent movement volume to block LOS error spot
Today
Glass small surface type for industrial buildings
Today
plugged more holes in countryside tunnel entrance
Today
Space LR300 - Added emissive sights to worldmodel
Today
env volume fix at computer station room at train tunnel hatches
Today
added boat hull movement sounds
Add ammo display deploy fade-in
Today
Added a ForwardAdd pass to the TMP depth offset shader to support point and spot lights on text
Today
rebaked powerlines LOD2 textures
Today
actually include emissive for alex m
Today
updated textures inc emissive for alex m
Today
merge from deep_sea
Today
cake entity fix and krieg shotgun updates
Today
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Today
bug fixes
Today
Removed MonumentInfo components used in the deep sea Added a safeguard in MonumentInfo so monuments in the deep sea aren't added to TerrainMeta.Path.Monuments, it causes issues down the line when the deep sea closes
Today
merge from deep_sea
Today
Fixed NRE when calling AdminKillNoLoot on BoatAI, storage container ent wasn't loaded yet...
Today
Fixed rad volumes still spawning on the exit side of the deep sea
Today
Merge from parent
Today
merge from naval_update
Today
update to lr300 viewmodel with right hand mag release
Today
Fixed Spot with inaccurate colliders on cargoship
Today
Wetsuit repose
Today
base (vanilla) techtree pass
Today
Some prevent movement blockers for falling weapons in large oilrig
Yesterday
Space LR300 - updated WM and LODs with right hand magazine catch
Yesterday
easier traversal on stairs in WTP
Yesterday
glass surface type > glass small on security towers
Yesterday
Set Canyon type on some environment volumes to kill fog in some monument below terrain zones - not documented so assuming it works like procmap canyons Fixed a hole gap in Miltun entrance
Yesterday
Merge: from main
Yesterday
Adjusted sail transmission colour
Yesterday
Boatbuilding station, cannonball and boat planner pass
Yesterday
boat building deployables gameplay pass - WIP
Yesterday
fixed early culling barricades at trainyard
Yesterday
cargoship LOD3 glass is see through now
Yesterday
killed wind height bend factors on snowy overgrowth - makes dancing bushes
Yesterday
fixed moved AC tubes in cave_large_sewers
Yesterday
wind amplitude from arid/temperate applied to tundra grasses
Yesterday
removed renderer batch selectively on floating junkpiles crates
Yesterday
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Yesterday
Fix NRE when Indirect Instancing is disabled
Yesterday
auto updated mats and metas from old versions of editor