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97,025 Commits over 3,653 Days - 1.11cph!

37 Minutes Ago
Merge from main/Workshop Normal Map Fix
2 Hours Ago
Further changes to 'WhatUsesThis'
3 Hours Ago
Updates to WorkshopItemEditor, removed debug code
3 Hours Ago
player update. setting up 3p m39 rifle anim set
3 Hours Ago
removed old mesh setup from v_sks.viewmodel prefab
3 Hours Ago
viewmodel updates - material fix on prefab - added bullet mesh, textures & mat, added as child of mag - attachment tweaks
4 Hours Ago
Undoing unwanted changes to materials
4 Hours Ago
Player update. 3p semi auto rifle anim set exported/setup
4 Hours Ago
Adding missing shaders
5 Hours Ago
Update wire parented positions only when the parent entity is busy (door opening/closing)
Today
merge from ScaleBySpeed_server_optimisation
Today
merge from fix_horse_bullet_penetration
Today
merge from fix_steam_nickname_slow_refresh
Today
merge from viewmodelrenderers
Today
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Today
Subtracting 96103
Today
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Today
Updated changes to normal map fix
Today
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Today
Auto pair when deployed, if you have code lock access
Today
New version of normal map fix
Today
merge from nexus
Today
merge from tutorial_menu_improvements
Today
merge from fix_demo_disk_quota
Today
merge from industrial_conveyor_quickmove
Today
merge from dismount_netting_fix
Today
Added a new QuickMove path for Industrial conveyors, bypasses having to create a SplitItem (and the associated GC) Should also reduce general item churn issues as the most common conveyor scenario (moving some items from one stack to another) will no longer involve making a new item Should be no gameplay difference
Today
Added a metal detector mission objective
Today
Added hinges to the van doors
Today
Merge from explosions
Today
Both flamethrowers with viewmodelrenderers and effect parents setup
Today
Match import fbx offsets exactly
Today
First pass on dedicated vm animator handling script for sks Uses new IViewmodelComponent interface, will probably come in handy in the future
Today
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Today
Marked ScaleBySpeed as IClientComponent, fixes it running pointlessly on the server as it's only used for visual effects (0.15ms a frame in recent profiler snapshot!) Cleaned up RealmedRemove components on SImpleShark and boogieboard.deployed, all other instances of ScaleBySpeed were correctly being removed on the server Marked TriggerPlayerTimer as IServerComponent, it's only used on the boogie board server side
Properly aligned sharp coastal cliffs Medium cliff variant test
Today
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Today
Merge from mission_improvements_may_24
Today
Fixed escape key not working anywhere
Today
viewmodel updates inc bolt states & triggers
Today
- Rearranged and updated prefabs, separated meshes and made doors separate, updated LODs and colliders
Today
viewmodel updates
Today
Switch asset warmup to use the existing Timing class Hook Timing events and send to Azure inside performance analytics (so we can assossiate load times -> hardware)
Today
Merge from unity_2022.3.24
Today
Merge from main
Today
Fixed a bunch of places in PlayerWalkMovement setting Rigidbody.velocity without checking isKinematic
Today
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Today
More fucking around with Unity.AI.Navigation
Yesterday
Analytics for asset warmup & prefab warmup
Yesterday
Maybe fix hostile UI sometimes not showing if you're inside a safe zone