141,011 Commits over 4,505 Days - 1.30cph!

3 Days Ago
Fix wheel collider warnings
3 Days Ago
main -> character_customisation
3 Days Ago
- Disable bonus resource rate gathering on monument blockers. This is not setup for satellite or helicopter debris, can't tell if that was ever deliberate but making it consistent. - Make time to kill on monument blockers when using melee weapons more consistent regardless of whether it's dispensing resources or not - Adjust time to kill rates and resource outputs on all the blockers
3 Days Ago
placed the entity flag_toggle onto the prefab mesh parent like the original flashlight setup
3 Days Ago
merge from woodarmour_skinnable
3 Days Ago
updated workshop source wood armor hat with correct sharp edges version
3 Days Ago
merge from iconfonts_optims
3 Days Ago
Auto clean dynamic icon fonts when exiting playmode Increased atlas sized to 1024x1024, was missing some icons
3 Days Ago
include ao
3 Days Ago
reset animators
3 Days Ago
updated new flash light refresh .entity to reference the new model Rotated the flashlight slightly in 3p so that it matches the orientation of the viewmodel so looks more coherent Added entity flag_toggle on the .entity so that it can be turned on/off in 3p resized flashlight ao from 1k->512 renamed flashlight convention to match the new convention
3 Days Ago
Fix independant navmesh bounds not using the monument bounds, and always being fixed with the default values from AddComponent, fix AIs spawned before an independant navmesh is built being unable to find it
3 Days Ago
Test with new model
3 Days Ago
Merge from powerline_power_change
3 Days Ago
Merge from DeployableFenceGate
3 Days Ago
Animal fencing alternate implementation.
3 Days Ago
merge from tutorialmodal_fix
3 Days Ago
Fix cargo scientists not moving
3 Days Ago
Fixed tutorial modal size, removed unsused bg asset
3 Days Ago
fixed pooled strings
3 Days Ago
restore child transforms too
3 Days Ago
merge from medical_honey_bandage (again)
3 Days Ago
Fixed connection modal default description being adasd asdasfad sadg asdgasdg ash asdg sda ghash sa dh asfh asdgh sda h sH SDG ASF H ASFH ASH ASHF SDGSDG SDAG S DAG SAGD ASG AS DG ASDG SADG ASD G SADG ASDG AGSD GSD SAGD ASD in editor 🙃
3 Days Ago
Fix old scientists trying to steer instead of turning instantly
3 Days Ago
merge from supermarketceiling_lowobjectquality_fix
3 Days Ago
merge from medical_honey_bandage
3 Days Ago
merge from sculpt_admingui_fix/better_panel
3 Days Ago
Localized the tutorial modal
3 Days Ago
merge from 3p_hatchet_aiming_anim_fix
3 Days Ago
Fix honey bandage effects not firing (for real this time)
3 Days Ago
Unfucked the menu tutorial modal
3 Days Ago
merge from NettingImpactFX
3 Days Ago
capture component states in init (needs more testing)
3 Days Ago
merge from autoturrets_LODcomponent_fix
3 Days Ago
Fix Scientist2 on Oilrig crouchwalks upstairs at a weird angle
3 Days Ago
merge from foundation_guide_fix
3 Days Ago
merge from sunglasses_lens_material_fix
3 Days Ago
merge from blueberry_med_LOD_fix
3 Days Ago
merge from minifridge_emissiveleak_fix
3 Days Ago
merge from sculptures_blurry_textures_fix
3 Days Ago
merge from convar_rounding_fix
3 Days Ago
merge from rentableshop_deepseamanager_pool_fix
3 Days Ago
merge from iconfonts_optims
3 Days Ago
Confirmation popup before starting the scan when updating the icon fonts
3 Days Ago
Machete animation updates for weapon refresh
3 Days Ago
Fix scientists not spawning on cargo, underwater lab and military base
3 Days Ago
Missing codegen from earlier
3 Days Ago
Rust icon fonts are now generated based on what glyphs we use, similar to the localization fonts: - Reduces the two fonts atlas size from 64MB to 0.5MB and 4MB to 0.5MB - Icon fonts now have an empty fallback font set to dynamic so community UI icons and adding new icons in editor still works - The static fonts are updated when we update the localization every month