135,504 Commits over 4,293 Days - 1.32cph!

Yesterday
tools box file struct
Yesterday
food box repair and pickup updated
Yesterday
Force update sleeping bag map markers when toggling deep sea map layer
Yesterday
maybe fix error spam in build about WaterSurfaceTex vs PostOpaqueDepth dimensions (separate from editor issue I think)
Yesterday
Horse mask initial model/materials/prefab
Yesterday
Tweaked floating cities shore distance, fixing the hole in the map around the floating cities
Yesterday
Track/assign editing boat. Toggle finished flag.
Yesterday
merge from naval_update
Yesterday
merge from main
Yesterday
Don't reloading the PT boat turrets when turrets are full - they have to have fired a shot first
Yesterday
Updated ghost ship map marker icons Fixed rotations not matching
Yesterday
vedning_machine_vis_fix -> main
Yesterday
Fix fetch cycle throwing an NRE
Yesterday
Added search bar and failed/passed filtering
Yesterday
adjusted lod distances on various boxes
Yesterday
main -> travelling_vendor_vis_fix
Yesterday
mountplayersync_ai_bypass -> main (yolo2)
Yesterday
Remove garbage allocations from BaseMission.id property Codegen
Yesterday
Yesterday
metal box matrix setup, updated icon
Yesterday
metal box removing temporary files
Yesterday
removed slight finger clipping on vm paintball gun admire animation
Yesterday
fixed crazy deploy size on paintable reactive target
Yesterday
Compile fix
Yesterday
added correct collision for window paintable but still cant see paint
Yesterday
latest paintable reactive target lods with power sockets skinned to rig and exported
Yesterday
Reinstate GetDeployAndEditPositionRotation checks. Temp disable parent boat chceck for finish editing.
Yesterday
Fixed minor zfighting in stone component box and fixed slightly offset origin, refactored explosives component box FBX to separate out glass
Yesterday
Applying all my recent shelved work.
Yesterday
Merge from naval_update
Yesterday
param changes to stone component box corpse, reran manifest
Yesterday
merge from naval_update
Yesterday
Prevent storage adaptor placement on boats
Yesterday
Updated performance logging to include the new shadow quality preset ConVar
Yesterday
stone box gibs corpse WIP
Yesterday
export update moving camera to origin
Yesterday
Merging main to build_cache_redirect
Yesterday
ore box prefab adjusted
Yesterday
ore box added corpse, split off matrix, lod adjustments, model adjustments
Yesterday
food box prefab tweaks for socket
Yesterday
Update ignore list to include new boxes
Yesterday
Merge from storage_adaptor_box_collisions
Yesterday
Merge from main
Yesterday
DeployVolume entity group lists now respect the entityMode field Switched the storage adaptor deploy volume collision check to ignore wooden boxes (will still be affected by prevent building check) Converted entity list to a EntityGroup for easier management
Yesterday
Icon commit pt 2
Yesterday
Icon commit pt 1
Yesterday
Added a placeholder charm selector to the skin selector box in the crafting screen Added support for adding arbitrary PropRenderers to the Icon Geneartor manifest (very hacky, needs some cleanup)
Yesterday
Convert AccessoryManager into a singleton scriptable object Add a new AccessoryItem class, derives from SteamInventoryItem, basically a skin that points to a charm prefab Convert spawning processes into GameManager so we can use pooling Store a selected charm per item in PlayerPrefs, similar to how we store the selected skin per item
Yesterday
Merge from main
Yesterday
Merge from naval_update