136,748 Commits over 4,324 Days - 1.32cph!

Yesterday
Signal computer flare uses its own entity flag_toggle logic instead of piggybacking off the strobe light.
Yesterday
Signal computer mesh read/write for col.
Yesterday
Fix `printspeed` not working on vehicles with old mounting behavior (reposition instead of parenting)
Yesterday
merge from main -> print_speed
Yesterday
more work on rentable kiosk blockouts WIP
Yesterday
turret_model_clipping_fix -> main
Yesterday
- Fix player model clipping into turrets at certain angles - New set of movement curves
Yesterday
legitimately generate shore distances/vectors for the deep sea rather than blitting, no floating city support yet
Yesterday
Fixed being able to cross to deep sea with submarines on board They didnt carry over but we now block entry with a toast, like for helicopters
Yesterday
fixed paintball gun WB3 reqirement
Yesterday
Fix scientists not able to go into large oilrig top floor rooms
Yesterday
Add server command to help diagnostic or temporarily fix the "Failed to create agent because it is not close enough to the NavMesh" issue: printOrKillOffNavScientists
Yesterday
Restored horse siege harness
Yesterday
merge from LNY26
Yesterday
Removed horse roadsign armor redirect (was set to itself by accident)
Yesterday
basic non-UVd blockout for rentable kiosk C
Yesterday
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Yesterday
parallelism on DistanceField jobs and TerrainHeightMap sampling, brings total shore vector generation time down to ~5ms
Yesterday
merge from artistpack_storepage
Yesterday
Fixed artist pack sprays showing as a skin of the reactive target in the store page
Yesterday
Removed the Max Shadow Lights setting from the shadow presets and added it back as a separate setting under the Rendering section with a minimum value of 1
Yesterday
merge from sks_skinviewer_fix (restore skin viewer settings)
Yesterday
Restore skin viewer settings
Yesterday
merge from main
Yesterday
merge from main
Yesterday
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Yesterday
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Yesterday
Yesterday
shore data stored as Vector4 instead of float4 to avoid reinterpreting frequently for no reason
Yesterday
Merge from main
Yesterday
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Yesterday
merge from artist_pack_dlc - added square images to steam item for pack
Yesterday
resized artist pack images for steam and added to steam item
Yesterday
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Yesterday
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Yesterday
merge from sks_skinviewer_fix
Yesterday
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Yesterday
merge from naval_update
Yesterday
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Yesterday
Fixed bass guitar
Yesterday
Also fixed the jerry can guitar
Yesterday
Fixed acoustic guitar deploy model Fixed invalid layer warnings from ViewmodelCameraAnimationSync when using the guitar
Yesterday
Only play the cassette recorder attack anim when playing, not stopping Swap record and play overrides in the hold type
Yesterday
Updated hold position of tuba, got zeroed out for some reason
Yesterday
Updated holdtype.xylophone Updated mallet hand positions on xylophone xylophone.deployed.static is now a prefab variant of the original
Yesterday
Remove some sockets from the static verison
Yesterday
drumkit.deployed.static is now a prefab variant of the original drumkit, ensures all player model changes have been carried over
Yesterday
Right foot instrument IK controller now uses the rotation of the target transform (no animation) Added a left foot IK target field, won't react to any instrument activity, just a static position
Yesterday
Prevent look rotation is zero errors from vines (in theory, no repro)
Yesterday
Added equivalent inspector support for MeshCull