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1,331 Commits over 487 Days - 0.11cph!

23 Days Ago
Merge from main
23 Days Ago
Merge from main
23 Days Ago
Merge from lootmenu_distance_close
23 Days Ago
Merge from main
23 Days Ago
Merge from prisonerhood_audio_muffle
23 Days Ago
Merge from main
23 Days Ago
Merge from white_beegrenade_fix
23 Days Ago
Delete the disabled mesh renderer component on VM Jar Bees. Can't find any usages of it
23 Days Ago
PredictedThrowGhost no longer enables renderer components which are saved as disabled on the prefab of the poolable grenade Fixes bee grenade appearing as white with throw prediction enabled
23 Days Ago
Restore changes from 166730
23 Days Ago
Merge from main
23 Days Ago
Merge from main
28 Days Ago
Remove serialized field for VehicleSpawner on VehicleVendor, vendor now finds this automatically when spawned
29 Days Ago
Fix dialogue for purchasing calves appearing to be successful with insufficient scrap
29 Days Ago
Livestock vendor now says how much wool you need when you don't have enough wool to sell
29 Days Ago
If doing the underwater labs mission in a team, activating a boombox counts towards team members objective progress if they are currently in the same underwater lab Change TerrainPath.FindClosest to use SqrMagnitude2D instead of Distance2D
29 Days Ago
Merge from main
29 Days Ago
Allow optional objectives to be omitted from missions, essentially discarding the objective due to them being unable to be completed but still allowing the rest of the mission to be played through Allows underwater labs mission to be playable even if a lab has only 1 boombox
30 Days Ago
Merge from airwolf_repairable_pad
30 Days Ago
Remove serialized field for vehicle spawner repairable pad, now finds nearby pad when spawned
30 Days Ago
Merge from main
33 Days Ago
Fix a missing actionstring on one of the intro speech nodes
33 Days Ago
Merge from livestock_wool_conversation_fix
33 Days Ago
Show a dialogue option enquiring about wool with the livestock vendor NPC regardless of wool in player inventory Various other small fixes to conversation tree
33 Days Ago
Merge from livestock_deathfx_fix
33 Days Ago
Merge from livestock_deathfx_fix
33 Days Ago
Fix death blood splatter FX appearing after livestock completes death animation This was an issue with all ragdolls, all the active FX on the dying entity would restart once the ragdoll became active but it's less obvious on corpses which become ragdolls immediately upon dying
34 Days Ago
Fix issue with grenade starting in the wrong place when deploying the last in a stack in 1st person
34 Days Ago
Add setting for automatically closing entire inventory menu when moving away from a loot container rather than switching to quick craft
34 Days Ago
Fix ViewmodelLower lowering persisted viewmodels causing them to render incorrectly
35 Days Ago
Adjust timings for clear_holdtype events on 3p grenade anims
35 Days Ago
Add new animation susbystems for Grenade and HeldEntity. HeldEntity subsystems supports animations for picking up and dropping other items whilst holding the entity. Grenade subsystem inherits from HeldEntity Convert F1 Grenade to use Grenade subsystem
35 Days Ago
Merge from main
35 Days Ago
Merge from main
35 Days Ago
Mergee from heldentity_persist_anims_subsystems_fix
35 Days Ago
Instantly release handles if no clear event is coming rather than doing fades, matches previous behaviour
35 Days Ago
Adjust F1 grenade drop clear anim event timings
35 Days Ago
Merge from main
35 Days Ago
Merge from powerplant_fuse_pop_scaling
35 Days Ago
Remove redundant int for tracking inserted fuses in PowergridManager
35 Days Ago
Add settings for scaling powerplant heavy fuse decay rate based on current server pop. Convars for low pop cutoff, high pop cutoff, scale at which fuses should decay when at or below low pop.
35 Days Ago
Merge from heldentity_persist_anims_subsystems_fix
35 Days Ago
Only run fallback check against stuck persisted animations when necessary
35 Days Ago
Add persist settings to player model animations for the entities which used to have these, before these anims got replaced Add a fallback in case of us ending up stuck in an animation that we were persisting but never received a clear event for
35 Days Ago
- Fix held entity persist player model animations (after using last item in a stack) not working with animation subsystems - Remove a redundant List.Contains in AnimationSubSystem.ReleaseHandle
36 Days Ago
Adjust viewmodel drop release event time to match throw release event so grenade spawns at same time as before Fix drop animation not playing on player model
37 Days Ago
Merge from airwolf_repairable_pad 🚁
37 Days Ago
Manifest
37 Days Ago
Adjust helipad repair requirements
37 Days Ago
Merge from main