161,364 Commits over 4,597 Days - 1.46cph!

Today
Removed all RRP condition shader keywords from the shaders
Yesterday
Added in M79 Grenade Launcher World Model
Yesterday
Bugfix: make sure ContentDirBackend serializes correctly Tests: generated ContentDirBackend
Yesterday
Merge From Main
Yesterday
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Yesterday
merge from scrap_king_building_skin - final store icon and square images
Yesterday
added steam quare images and final store icon to scap king sitem
Yesterday
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Yesterday
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Yesterday
Stencils now overflow correctly in menu
Yesterday
add some placeholder stencils for testing
Yesterday
Merge: from remove_baseplayer_breadcrumbs - Clean: remove error logs related to mystery client NRE Tests: build simulator
Yesterday
scrap king - updated gibs and prefabs
Yesterday
Clean: remove all baseplayer NRE breadcrumbs and supporting code Tests: none, trivial change
Yesterday
Fixed shore ice spawning over railway tracks - added a Rail TerrainFilter to `shore_ice_[abc]` to reject ice placement over rail topology. Existing checks at single points easily failed. Tested in editor, resolved.
Yesterday
Uzi - charm support and world model Picatinny rail - world model rig re-exported with Picatinny rail, shown only when a sight is attached - charm set up in 1p/3p - supportsAccessories enabled on item - attachment positions adjusted in 3p
Yesterday
Fixed roadside waterpipes sometimes spawning on top of a road at T-junctions - stage's SpawnFilter now excludes road topology during placement
Yesterday
ent unlock now works on steering wheels
Yesterday
Merge: from jobs4_default - Update: make UsePlayerUpdateJobs default to 4 Tests: none
Yesterday
Update: turn UsePlayerUpdateJobs to 4 by default Tests: none, trivial change
Yesterday
Moved stencils to a seperate tool (like eraser, brush, colour picker) Eraser/stencils/brush get different slider values (so brush is small like a tattoo needle, stencils can be stamped much larger) Clan logo appears in stencil section instead of brush Stencils can't be tinted
Yesterday
merge from main
Yesterday
add combat log entry for hitting gull groups
Yesterday
GetVisitingVendor should always return the oldest visiting vendor
Yesterday
Possibly fix NetRead.get_Position NREs
Yesterday
Merge from main
Yesterday
Fix NRE when opening the inventory screen whilst in a conversation
Yesterday
Fix the new phone conversations displaying wrong information when server commands have been used
Yesterday
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Yesterday
Merge from procgen_fix_icelake_placement
Yesterday
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Yesterday
Bunker entrance source scene - reduced radius/fade to be closer to monument footprint. Removed unncessary paint data (out of bounds) from splat maps to clean up falloff. Reduced blend map to fade to 0 within monument radius. Propagated changes to bunker entrance a-d prefabs. Tested in procmap.
Yesterday
Fix salvaged hammer animation events path in editor (wrong slashes)
Yesterday
Fix drop item binds dropping the held item from your belt when in the inventory
Yesterday
merge from main
Yesterday
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Yesterday
UZI viewmodel - Add Picatinny rail to rig & updated - set up rail to show when sights are attached - adjusted attachment positions - rail/mag ViewModelRenderers
Yesterday
Merge from UZI 9mm
Yesterday
Use stock extended properties whilst in a turret, regardless of how the stock set
Yesterday
restrict brush type and size
Yesterday
Cherry-pick directory case fix
Yesterday
Merge from bird_flocks_audio_distance
Yesterday
Use short prefab name for weapon in combatlog
Yesterday
Flock audio distance fix
Yesterday
Merge from main
Yesterday
Adjust various UZI mod points
Yesterday
Merge from RRP
Yesterday
Draw monument gizmos when editing terrain to help line up painting blend/splat within the radius and topology bounds
Yesterday
main -> character_customisation
Yesterday
merge from remove_snake_sss