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6,617 Commits over 1,066 Days - 0.26cph!

5 Hours Ago
- Fix hair and eyebrows being overriden - Support charater slot in connections trings
5 Hours Ago
Missed files
Network++
Codegen
- Pass appearance in client ready - Save everywhere as character appearance proto rather than a string representation - More code cleanup
- Ability to limit changing race/gender from predefined steam id original - Add a 'connect to development server' in the browser for any developers playing on unity so we can easily go main menu -> test server - Ownership checks - Greatly clean up the player customisation backend
Merge conflicts
main -> character_customisation
Fix fractional reloads not working properly (mini crossbow)
Remove unneeded test
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- Scale low grade + process time with food calories - Cache consumable component
- 30 mins between stirs - blanket 60 fuel required before each stir
- Filling/draining bar - Better electric port setup - Minor colour changes
- Ensure you need to be super close to the generator to be able to stir
- Setup lewis's new UI - Stir is now a progress bar - Minor mount/dismount changes
main -> biofuel_generator
computer_station_device_adder_fix -> main
Fix computer station hiding the text in the identifier input box at different resolutions
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Yesterday
- Ported over child controllers for a bunch of primarily one handed items - Setup projectile animation sub system for weapons - Grab animation reload length during bundling
4 Days Ago
- Medical tool setup - Global mask support
4 Days Ago
Add mask support for grenades
4 Days Ago
muzzle_flash_optimisations -> main
4 Days Ago
Dont spawn muzzle flash for distance gunshots (I was showing flash as well as sound for all distant gunshots) - Caused some un-needed CPU overhead for distant shots since they had particle systems
4 Days Ago
Don't run lights or particle system IK effects ion muzzle flashes if they've faded out Lights and particle system IK were still running on the background for complete muzzle flashes that weren't yet recycled With 20 bots firing AK shots simultaneously: - Saves ~0.5 ms on particle systems - Saves ~0.3ms on lights - More savings with reduced shadow jobs and update handler not having to go over each of the stale lights Around ~1ms in savings
4 Days Ago
nan_waterheight_fix -> main
4 Days Ago
Fix NaN values sometimes being generated for water level
4 Days Ago
quick_join_fix -> main
4 Days Ago
Only use steam queries when we cant find the answer in our cached lookup (stops us flooding the initial network requests)
4 Days Ago
Prevented throttled qsteam lookups from dumping alll the previous quick join results when they return. This was causing quick join to populate then empty out at random times
4 Days Ago
Fix the quick join menu not showing any entries
5 Days Ago
flexbox_outofrange_nre -> main
5 Days Ago
Fix Flexbox Out of Range error
5 Days Ago
- When stirring the generator you're now mounted (just at current standing position) - When letting go of E stop the mounting - Show 'no electricity status' if stirred but no power
5 Days Ago
Add in a stir status panel showing if we are currently stirred or not
5 Days Ago
main -> biofuel_generator
5 Days Ago
country_selection_refresh -> main
5 Days Ago
Better ui again (v3.5?)
5 Days Ago
- v3 country selection screen - Better handling for automatic country finding
5 Days Ago
- Fix automatic row not beign the same width as the country rows - Fix numerous bugs with selecting region then turning on automatic again/removing it etc
5 Days Ago
- New country selection UI - Split countries into continents - Add tab based movement/highlighting
5 Days Ago
- Fix auto detect not working properly sometimes - Replace selected country with auto detected if they mis-match and you have auto mode on - Add a few missing country centres
6 Days Ago
c4_client_prediction -> main
6 Days Ago
Missing files
6 Days Ago
- Add support to satchels - Clean up ugly requirement for hideuntilmobile - Auto handle visual grabbing in preprocess step
6 Days Ago
- Much better c4 prediction settings - Changes to hide/show events on c4 - Fix prediction rotation blending not taking place across the whole allocated distance
6 Days Ago
- Add the ability for predicted grenades/c4 to follow bone rotation on deploy - Add hide/show to our legacy c4 animations - Clean up throw prediction settings - Custom Show if attribute to eaisly hide fields in inspector unless another field on the same object has a value
6 Days Ago
Add support for c4/satchels - WIP (throwing animations still look bad) - Generate C4 predicted prefab