138,724 Commits over 4,324 Days - 1.34cph!

Today
Client downloads the store data when refreshing the store and loads all the overrides Added Store/Upload menu item to upload the store content to S3
Today
Fix naval scientist laser sight not being on during the day
Today
Clean up
delay_browser_changes -> main
Today
Move the attack heli altitude guage calculation to a static so that I can use it for HAB consistency.
Today
NRE fix and move GetPriv to OnDeployed from ServerInit
Today
Fix FSMTransitionBase.get_Senses NRE
Revert region changes until next month - bring back ping for now
Today
Fix "SwitchParent Missed scientist2.corpse" log when naval scientist dies
Today
Fix error for boat floor frame. Add a null check to GetBlockedByErrorFromCollider.
Today
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Today
Can now override store page elements as well
Added skin test material
Today
Cannon animation updates to include fuse movement in the reloaded clip
Today
exported updated motorboat sit anims
Scene2prefab
Scene2prefab
Scene2prefab
Yesterday
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Yesterday
Add option to debug traces to ai debug prefab, to test bushes / smoke in editor
Yesterday
Added some test hair cards/materials for debugging
Yesterday
merge from boxes_dlc
Yesterday
stone box - matrix lod tweak, prefab updated
Yesterday
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Yesterday
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Yesterday
exported updated 3p ejector seat idle anim
Yesterday
Merge from shipping container optimizations
Yesterday
Committed missing collider mesh for deep sea signal computer
Yesterday
Fix some worldmodel prefabs that got saved as disabled, was causing ballista projectiles to be invisible
Yesterday
TriggerBase now auto cleanup null objects instead of logging "Trigger x contains null object" forever
Yesterday
merge from deepsea_fixes
Yesterday
meds box - meshLod instead of renderLod, updated prefab, created guide prefab
Yesterday
merge from main
Yesterday
rentable shop neon signs blockout + atlas planning (temp materials)
Yesterday
beach chair 3p idle anim exported
Yesterday
Added a way to determine if a LOD state within an InstancedLodComponent has a renderer that uses DeferredMeshDecals. If so, this state gets ignored by the indirect instancing system, as DeferredMeshDecals handle their own culling and instancing
Yesterday
Terrain cell mesh colliders with separate cellsize from rendering
Yesterday
merge from main
Yesterday
adjusted LODs
Yesterday
edited minicopter 3p anims
Yesterday
merge from wire_shader_pixel_scaling
Yesterday
prefab updates: - disable r/w on ore gibs - guide mesh corrected on metal box
Yesterday
corpse prefabs updated: - removed gib from comps corpse - comps corpse box bounds - metal corpse box bounds - removed deploy volume from stone corpse
Yesterday
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Yesterday
Fix PartialMobileStaticGrid NRE on startup
Yesterday
Fixed store skin tile header text wrapping issue
Yesterday
Merge from main
Yesterday
Fixed browser not selecting a tab by default (regression from 144689)
Yesterday
merge from store_dashboard/menu_loading_changes
Yesterday
The main menu pages are now kept open during bootstrap and stacked one after the other. Right before the loading is released, we force rebuild their layout using a FlexScopedUpdate This fixes a bunch of layout issues for pages opened the first time: single line steam inventory, squashed settings entries until we start scrolling... Various cleanup, can now get rid of a bunch of hacks