141,750 Commits over 4,383 Days - 1.35cph!

Today
Break prefab connections on all upgrade visual placement guides for Workbench 1,2,3. Remove the components added by source prefabs. Renamed to show they're placement locations.
Today
exported edited salvaged hammer refresh vm anims
Today
Electric Furnace - updated game and workshop models to remove small overlapping parts
Today
Remove a rogue closing parenthesis in copypaste reply
Today
Merge from main
Today
merge from egghunt_top_rewards_fix
Today
Fix top egg collector reward being lost when the players inventory is full Fix some pool leaks
Today
Electric Furnace - fixes to workshop model
Today
increased culling distance for bandit sentry static
Today
fixed specular values on oilrig leg baked lod mat
Today
S2P all floating cities, to fix a missing material
Today
disabled mesh colliders on fishing nets on the ground at Ferry terminal S2P
Today
Fixing small back pack LODs having incorrect skinning
Today
merge from main
Today
Refactor f1 grenade input handling to not rely on viewmodel events, fixes them not being throwable in third person Should be unchanged for players
Today
Enable Decal layer 0 on atlas_crypt_blend.mat for spray can compatibility
Rin
Today
merge from crypt_skin_fixes
Today
Commit changed metas from NukeDistant merge
Today
Adjust the left side of the krieg backpack holster by 0.06m to better fit some large guns
Today
Hair dye is now calculated with it's own random generation instead of relying on a combination of hair type and index Should distribute hair colours more uniformly
Rin
Today
merge from contact_image_rendering_fix
Today
Gizmo drawer for hole shapes Fit to mesh function Improve inspector GUI Render in editor for easier testing
Today
Added a Clear active property block button to SkeletonSKin, will only appear at runtime
Today
Merge from parent
Today
Fixed end of tutorial cinematic
Better button styling
Fix search entry bp bug
Minor existing orders polish: - Show 'no existing orders' if the vending machine is empty - Ensure deleting individual orders calls the proper method - Clear out the test entry - Remove all button turns on/off depending on the amount of entires - Fix remove all button not properly removing all the sell orders at once
Today
Fix tutorial NPC using cinematic avatar (might need to remove the cine avatar entirely)
Minor polish on sell order creator section: - Clear buttons now work to clear each of the item/cost sections - Sell order button is now disabled if either of the item or cost sections are empty - No longer auto focus on search - instead focus on it when you select a sell or cost item - Empty the search area when you select on a sell or cost item - Minus buttons set themselves as disabled if the amount is == 1
Today
Increase walk speed animation to 1.5 (was 1.2)
- Add a loading overlay to the existing sell orders when anything is pressed - Remove loading overlay after 200 ms (enough to cover most latency cases) - New existing order container - Setup remove all button
Today
Merge from main (no conflicts)
Ensure the vending admin dialog can be closed
- Various cleanup - Name changes - Remove a bunch of debugging crap
- Ensure Remove All existing orders button is not a toggle - Hooked up item search entry - Properly linked up selection slot buttons
- Fixed a bunch of NREs - Fix sell order creator amount boxes screwing the text when modifying the amounts (no need to allow change alignment)
Today
Mortar explosion. HDR tweak on explosion small for tonemap tweak.
Yesterday
Fixed loop issue on small explosion.
Yesterday
Attack prefab setup. Embedded on deployed like the cannon atm.
Yesterday
More tuning. Backup.
Yesterday
Mortar WIP.
Yesterday
merge from nuke_distant
Yesterday
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Yesterday
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Yesterday
merge from main
Yesterday
merge from new_achievements_apr26
Yesterday
Fix BasePlayer.OnDied NRE
Yesterday
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