145,497 Commits over 4,413 Days - 1.37cph!

Yesterday
Add WorkshopEmissionToggle to basic furnance Add guard in EmissionToggle to not work while in the workshop (breaks emission colour selecting) Added workshop emission controls for miner hat, fix error with miner hat in workshop not displaying player model
Yesterday
Adjusting mannequin position to fix feet clipping
Yesterday
Industrial Autoturret - Updated LOD0 with individual shield piece for bow support
Yesterday
merge from spraycan_reskin_refactor 🎨
Yesterday
Updating mannequin skinning
Yesterday
Refactored the entire method / file now that reskinning is feature complete and all on the new system Clear steps, organized validation logic, comments, ripped out redundant stuff, etc. Allow reskinning while noclip flying
Yesterday
Tank top mesh update to reduce clipping with pants
Yesterday
start on 3p darts animation controller
Yesterday
main -> custom_;loadingmessages_newlines
Yesterday
\n is not working for loading messages. Support br and ensure its not stripped out as it was before
Yesterday
Added subsytem setup for 3p industrial torch, added torch.player override controller
Yesterday
industrial garage door; - fixed lock position
Yesterday
Updating burst cloth settings for industrial torch
Yesterday
kiosks and accessories shadow pass (might need to revisit to tweak casters if artifacts/acne)
Yesterday
Examine button uses the bound key Fixes
Yesterday
Merge from std_shader_compat
Yesterday
merge from main
Yesterday
Add some notes about newly added .cginc files and why they are there.
Yesterday
cargo_map_marker_fix_2 -> main
Yesterday
industrial shelves; - missed one, removing redundant material
Yesterday
Fix cargo crates appearing underneath cargo map marker when joining games with a cargo ship already roaming around
Yesterday
industrial shelves; - Tweaked the colour mask texture to reduce the washed out look a bit - Polish on colour lookup values, shelves now matches your shipping container colours accurately - Removed redundant material files since its using lookup table instead - Reassigned model to the single material
Yesterday
Yesterday
Restore built-in instancing compatibility of Rust/Standard shader because it's also required for non-BRG procedural instancing
Yesterday
first large pass on shadow proxies and shadows disable across monument, apartment complex B and a bunch of props, road and floor prefabs
Yesterday
Tshirt proper import settings to fix seam on wrists
Yesterday
Polished the transitions
Yesterday
updated dart movement in 1p throw and added a temp 3p idle loop and trimmed the start animation clip
Yesterday
Adjusted tshirt mesh to avoid clipping with pants, and some other general cleanup
Yesterday
Adjusted the pickup volumes for bamboo and industrial single shelf. This fixes not being able to pick up the shelf if you've deployed it too close to the TC.
Yesterday
wire deploy update
Yesterday
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Yesterday
Fixed infinitely stacking bamboo and industrial half shelves on top of eachother
Yesterday
cobweb fixes
Yesterday
fixed apartment_b_concrete_mixed_slab
Yesterday
Add computer station reskinning Now preserves all the saved cctv codes and wire stays connected to the sub io entity, snapping to the new handle position Fix an NRE when trying to control drones on playground
Yesterday
merge from industrial_dlc
Yesterday
merge from main
Yesterday
Rejigged rentable shops so that interior and exterior are their own prefabs. Removed colliders and entity scripts for props inside. Removed obsolete decal mesh from large apartment prefab.
Yesterday
torch animation updates
Yesterday
Removed EffectRecycle Script from the enabled.prefab (was causing issues).
Yesterday
update from main
Yesterday
Fix miner's hat not showing up in the workshop editor
Yesterday
merge from PlayerRigUpdate2
Yesterday
apartment corridor update
Yesterday
main -> game_room_dlc
Yesterday
edited crossbow bowless viewmodel prefab iron sight postion
Yesterday
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Yesterday
merge from autoturret_workshop - split off hidable cover mesh used for bows and updated entity flag toggle to hide/show the mesh instead of change material which fixes the workshop skinned auto turrets not applying material to cover mesh. Updated this in all instances of auto turret / sentry across monuments, ran scene2prefab all. Updated workshopsource auto turret model
Yesterday
merge from mortar_fixes