139,926 Commits over 4,505 Days - 1.29cph!

Yesterday
Crate spawn fixes
Yesterday
Added stone sculpture to the skin viewer
Yesterday
Change door in new power plant loot room to use new colourless security door Update the loot in the room
Yesterday
merge from sculptures
Yesterday
small optim for better cache friendliness
Yesterday
merge from aiming_module_rename
Yesterday
Rename aiming module name + desc
Yesterday
LODs and gibs for Halloween Wreath
Yesterday
Add soem softness to the corner movements
Yesterday
Merge from PlayerMaintainedMonuments
Yesterday
merge from main
Yesterday
Make Rust/Standard SRP-Batcher compatible
Yesterday
Ensure mouse movement cant move faster than A/D movement
Yesterday
Stone sculpture store page wip
Yesterday
added bobber.worldmodel fishing tackle now references proper worldmodel instead of burlap sack
Yesterday
Fix pooltable playable NRE
Yesterday
netting now has a proper world model and lods.
Yesterday
Bar ganes pack store page wip
Yesterday
Merge from main
Yesterday
removed told prefab
Yesterday
added a small tunnel section, did some cleanup of files, replaced old small tunnels with new ones
Yesterday
Remove _RRP multi_compile keyword
Yesterday
Re-add _UsingRRP dynamic branch
Yesterday
Merge from foliage_displacement_alloc_fix
Yesterday
Remove alloc from foliagedisplacement
Yesterday
bandages now drop correct bandage model that closely resembles icon.
Yesterday
merge from main
Yesterday
merge from spray_sorting
Yesterday
Post merge fixes: Re-add pad button translation Fix gamepad menu cursor
Yesterday
fixed leaking emissive on mini fridge for gibs. created gib material for minifridge but disabled emissive and ao now looks like lights turn off when mini fridge is destroyed instead of staying on.
Yesterday
Merge from main
Yesterday
Merge from main
Yesterday
auto turret now has only 1 LOD component instead of 3. original autoturret had 3 lod components, each with separate culling distances making it slightly more tricky to fix the industrial auto turret culling range (which only has one LOD component) they both now cull at the same distance.
Yesterday
Merge from satellite_crash
Yesterday
Add token for Satellite Crash death PrefabInformation.
Yesterday
merge from main
Yesterday
Add checkbox to spawn a hand model at runtime on BaseViewModel Should allows us to delete the hand mesh from each viewmodel which is just a duplicated mesh, save some memory The hand mesh itself is pooled, didn't seem to make a huge performance difference Deleted hand model from building planner viewmodel as a test case
Yesterday
Merge from apartment_terminal_postfx_fix
Yesterday
Fix post effects error with apartment terminal prefab
Yesterday
Switch from signal triggering 3p key animation to flag based approach
Yesterday
merge from fix_json_registration -> main
Yesterday
merge from masterkey -> main
Yesterday
Update phrases
Yesterday
Code cleanup + remove "out icon" parts of code since we aren't using arrows to show how to look at the key, we are using the animator to guide them
Yesterday
Fix opening and closing the door while someone is breaking in cancelling the break-in due to them "not looking at the key" anymore - resets the next time they open the door
Yesterday
Fix VolumetricLightBeam on RRP
Yesterday
Fix break in menu option showing (and holding key up to door) while a break-in was active
Yesterday
Fix animation transition to hold key up to door not starting right away if the player is partway into the idle animation
Yesterday
Don't hold key up to door when looking at unoccupied apartments
Yesterday
Update animation controller