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12,482 Commits over 2,588 Days - 0.20cph!

3 Hours Ago
Merge from npc_vending_optim
3 Hours Ago
Remove gibbable component from all NPCVendingMachines, also optimised some renderers into MeshLOD
5 Hours Ago
Merge from rendererlod_collapse_improvements
5 Hours Ago
Revert ziggurat pipe LOD change, S2P
5 Hours Ago
Merge from main
Today
Merge from vm_hand_spawn
Today
Merge from PlayerRigUpdate2
Today
Fixed WireTool not overriding 3p_stance-idle_relax_running
Today
Merge from main
Today
Merge from AugustQuickfire_Buffs1
Today
Merge from AugustQuickfire_2Pie2Furious
Today
Merge from car_wheel_fix
Today
Merge from white_firework_boomer
Today
Merge from new_navmesh_fixes (discarded testlist changes, will regenerate once merges are done)
Today
Merge from reduce_nade_stack_size
Today
Merge from homing_launcher_tweaks
Today
Merge from semi_pistol_tweaks
Today
Merge from launchsite_walkway
Today
Merge from new_achievements_sep26 (clan achievements)
Today
Score achievement is now awarded when earning any score, not at a threshold
Today
Merge from main
Today
Merge from tc_auth_group_tests
Today
Added info about the current group tax applied when hovering over the upkeep cost in the TC loot panel
Today
Merge from main
Today
Merge from marketplace_power
Today
Hooked up a power icon on the marketplace terminal when the marketplace isn't powered
Today
Some market terminal UI to explain the system
Yesterday
Hooked up sale info in-game UI
Yesterday
Create new SellAnimals and AnimalSalePreview dialogue panels First one lists all nearby animals that are following the player (and can be sold) and the other shows what you will receive for selling that animal No rewards hooked up yet, just panel flow
Yesterday
Rework power mechanic Marketplace will start charging once the powerplant has 4 or more fuses, once it reaches 50% it can start accepting orders With 4 fuses in the powerplant it will take 21 minutes to charge to 50%, 5 minutes if the powerplant is completely full If the power plant has at least one fuse active the charge will not decrease Power is no longer deducted per transaction
Yesterday
Stables_b is now playable in editor Start of boilerplate animal selling mechanic, just set up NPC and basic conversation for now
Yesterday
Merge from main
Yesterday
Merge from monument_blockers_fixes
Yesterday
Show health bar when hitting monument blockers Hacky fix, had to create a new IHealthBarDisplay interface as ResourceEntity isn't a BaseCombatEntity Removed StageResourceEntity.ResourceUpdate RPC, it wasn't used anywhere
Yesterday
Group upkeep modifier now takes into account any unique players authed on a code lock If a player is not authed on a TC but is authed on a code lock controlled by that TC then they will contribute to upkeep costs Runs through the same 24h window as TC auth Can be disabled via decay.upkeep_group_count_locks Added tests to verify behaviour
Yesterday
Merge from main
Yesterday
Merge from modular_car_handling_improvements
Yesterday
Minor tweaks Prevent players using toggle duck getting stuck with handbrake on Apply the raw tyre force regardless of whether the handbrake is on Fixed non car vehicles getting affected by handbrake changes (check if a wheel is handbraked, not just if it's the front wheel)
Yesterday
Merge from main
2 Days Ago
Market terminal now needs charge from the powerplant to function Can store 100 charge points, generates 0.15/s with a single heavy fuse and 1/s with a fully loaded power plant Each transaction costs 10 charge Marketplace terminal UI shows current charge
2 Days Ago
Apply aim sway scaled by movement speed when aiming held weapons in the passenger seat of the attack helicopter
2 Days Ago
Added a drink water need and corresponding behaviour to livestock animals, they can drink from a nearby water container or river/lake
2 Days Ago
Added functionality for a TC to modify upkeep rate based on how many players are authed Based on a tier system, we can set three group sizes and what percentage a player adds to the TC within that group Setup with some very placeholder values for now for testing Tier 0 - first 4 players add 0% to upkeep Tier 1 - next 6 players add 2% upkeep each Tier 2 - any further players add 4% upkeep each This means a TC with 6 players authed will have +4% upkeep, a TC with 12 players will have +20% upkeep When a player deauths from a TC it takes 24 hours in real time before that player is removed from the tax calculation, so authing, building and deauthing won't bypass the extra upkeep Very, very WIP, for internal evaluation for now
2 Days Ago
Merge from new_navmesh_fixes
2 Days Ago
Merge from cactus_impact_effects
2 Days Ago
Merge from FoundationMeleeLOS_fix
2 Days Ago
Merge from high_external_wallgate_COL
2 Days Ago
Merge from MarketTerminal_Names
2 Days Ago
Merge from AugustLowCraftBuffs
2 Days Ago
Merge from heavy_helmet_audio