121,835 Commits over 4,048 Days - 1.25cph!
Added LODGroup component to terrain_blend_cube
Additional player prefab skeletons. Updated menu prefab list
Tweaked clone icons to more clearly show berry colour
Added 'A-pose' clip to cinematic controller
Added 'ent auth' support to modular cars with code locks
Car lift no longer sends lock code to clients
Don't show the vehicle lock keycode on the lift at all (prevent others seeing the code because you're probably using the same code for your base, aren't you?). You can always destroy the lock if you forget your code.
Added a phrase explaining the lock code being hidden in streamer mode.
Fixed condition on door controller (unused)
Fixed BBQ static hidden having incorrect slots after recent baseoven changes
Removed condition pickup from Garage door - now in line with other doors
Applied rotation changes tograveyardd fence
Fixed external wall debris destroying when out of terrain
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Potential instrument LateUpdate fix
Hide codelock on vehicle lift loot panel when in streamer mode
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Bunch more refactoring, file cleanup/splitting, etc.
Renamed RifleSlot to WeaponRackSlot and move to separate file
Split Row out into new WeaponRackRow file/class
merge from rows/placement
Updated stone gate deploy guide (now includes rotated doors to indicate open direction)
Updated T3 workbench deploy guide (now uses complete model)
merge from burstmodule_improvements
Added optional argument "unlockall <userid>" to specify target player
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Finalized FishVil A
Prefab PFX tweaks
merge from burst_module_improvements
Xmas tunnel entrance progress
Attempt to fix harmony failing to resolve DLLs on disk
Set normal quarry rates
40min / diesel
50HQM OR 5k stone & 1k metal ore OR 1k sulfur ore / diesel
Pumpjack
15min / diesel
60 crude & 170 lfg / diesel
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ice roofs on bandit town xmas
Converted lightbulb shader
improved textures for the wood version of gun rack
show toasts for world events (temp/wip)