136,080 Commits over 4,444 Days - 1.28cph!

10 Days Ago
Fix filter to only generate lowest LOD only checking if filter is null, not if filter is empty - fixes rivers + roads + train track meshes not generating at all
10 Days Ago
merge from main -> optimize_train_track_meshes
10 Days Ago
Fixed ladder hatch unlocking on tech tree after learning the elevator blueprint
10 Days Ago
Merge from ModularCarClipping_Fix
10 Days Ago
Removed an EditorApplication update invoke in BaseVehicleModuleEditor that was causing issues (recursive layout) Replaced the Vector fields for foot IK positions on modular car seats with transform fields, added matching transforms for the couple of seats with IK positions Adjusted foot position on the LessLegroom seats to minimise foot clipping
10 Days Ago
Merge from main
10 Days Ago
Merge from PlayerRigUpdate2 (new one handed sprint anims on most two handed projectile weapons)
10 Days Ago
Merge from main
10 Days Ago
Merge from sprint_subsystem
10 Days Ago
Added one handed sprint anims to M4, Spas, Crossbow, Double Barrel, MP5, Bolty, SMG, Thompson, M249, Semi Auto, AK47, Space LR
10 Days Ago
Merge from parent
10 Days Ago
Merge from mount_cycle_fix
10 Days Ago
Merge from main (some tricky PlayerModel.cs merges happening today)
10 Days Ago
Merge from wanted_deep_sea_fix
10 Days Ago
Merge from huntingtrophy_skins
10 Days Ago
Merge from PlayerRigUpdate2
10 Days Ago
Delete turnOn and turnOff parameters from PlayerAnimator Delete Turn On and Turn Off states (was only ever used for torches, now handled via sub systems)
10 Days Ago
Merge from torch_implementation_finish
10 Days Ago
Merge from parent
10 Days Ago
Merge from main
10 Days Ago
Merge from cinematic_speed_fix
10 Days Ago
Fixed some warnings being thrown when entering and exiting cinematic anims
10 Days Ago
Allow the 'retry' button to be pressed indefinitely
10 Days Ago
steam_retry_button_fix -> main
10 Days Ago
Fix retry steam button not working
10 Days Ago
Cobalt Statue - Helix textures, material and prefab LODs
10 Days Ago
Possible threading fix for voice delay issue
10 Days Ago
Bypass dynamic pricing for rentable shops (they are player controlled but technically are NPC vending machines)
10 Days Ago
Enforce a 6 hour protection window from store takeovers Add rentableshop.ResetTakeoverProtectionOfClosestShop convar
10 Days Ago
Merge from main
10 Days Ago
merge from kickgms
10 Days Ago
Item name and desc
10 Days Ago
Item id, world model fixes
10 Days Ago
merge from main
10 Days Ago
merge from optimize_train_track_meshes -> main
10 Days Ago
Fix "Double invocation of a deferred action"
10 Days Ago
Fix null check using .Equals() instead of == null
10 Days Ago
Top floor progress Reverted some material overrides in the core and wing prefabs
10 Days Ago
Fix CLIENT compile errors
10 Days Ago
Fixed PlayerStartVoice not running for local player * Fixed local player volume being NaN for a split second when starting to talk Make mxSlider respect the tick count under modern v6 windows styles Make util.KeyValuesToTablePreserveOrder's all 0 keys check work like intended * make it only apply key replacement when ALL the keys are 0s, not just some keys. Maybe should delete this code entirely though? Remove trailing newline from certain disconnect messages Fix weapon_pistol prediction errors * its weird how it only happens on dedicated servers, but ANYWAY, fixed now. Mark some NPC related debug commands as cheats for consistency * Also fixes a crash with `ai_test_los` Fix 64bit -tools
10 Days Ago
merge from main -> optimize_train_track_meshes
10 Days Ago
Merge from findobjectsoftype_replace
10 Days Ago
Merge from main
10 Days Ago
Lighting WIP. Tweaked gloss on tiles_A down a bit for lighting purposes.
10 Days Ago
Charm picker UI wip
10 Days Ago
merge from apartment_complex_monument/prototype -> apartment_complex_monument
10 Days Ago
merge from apartment_complex_monument -> apartment_complex_monument/prototype
10 Days Ago
merge from main
10 Days Ago
merge apartment_complex_monument/prototype/mailbox
10 Days Ago
Ok finally fix slide 3 being positioned wrong RotateOnFlag was setting position so it could slide out but didnt have the 0.01m offset for slide 3 configured