140,873 Commits over 4,505 Days - 1.30cph!

Yesterday
Remove hold to place
Yesterday
Fence gate tweaks
Yesterday
adjusted minifridge.deployed prefab gibbable settings
Yesterday
fixed minifridge console error that couldn't generate normals for gib part 28 reason? there was no mesh within part 28. re-exported without it.
Yesterday
merge from texturecompression_pass_aug26
Yesterday
horse client pooling fixes
Yesterday
fix catapult loaded ammo pooling bug
Yesterday
reset heli rotor speed on init
Yesterday
clear the cached vehicle owner when a seat is pooled
Yesterday
Tugboat UI assets compression
Yesterday
Enabled compression and streaming on 18 charm textures
Yesterday
fix siege weapons not being reset properly
Yesterday
Fix wheel collider warnings
Yesterday
main -> character_customisation
Yesterday
- Disable bonus resource rate gathering on monument blockers. This is not setup for satellite or helicopter debris, can't tell if that was ever deliberate but making it consistent. - Make time to kill on monument blockers when using melee weapons more consistent regardless of whether it's dispensing resources or not - Adjust time to kill rates and resource outputs on all the blockers
Yesterday
placed the entity flag_toggle onto the prefab mesh parent like the original flashlight setup
Yesterday
merge from woodarmour_skinnable
Yesterday
updated workshop source wood armor hat with correct sharp edges version
Yesterday
merge from iconfonts_optims
Yesterday
Auto clean dynamic icon fonts when exiting playmode Increased atlas sized to 1024x1024, was missing some icons
Yesterday
include ao
Yesterday
reset animators
Yesterday
updated new flash light refresh .entity to reference the new model Rotated the flashlight slightly in 3p so that it matches the orientation of the viewmodel so looks more coherent Added entity flag_toggle on the .entity so that it can be turned on/off in 3p resized flashlight ao from 1k->512 renamed flashlight convention to match the new convention
Yesterday
Fix independant navmesh bounds not using the monument bounds, and always being fixed with the default values from AddComponent, fix AIs spawned before an independant navmesh is built being unable to find it
Yesterday
Test with new model
Yesterday
Merge from powerline_power_change
Yesterday
Merge from DeployableFenceGate
Yesterday
Animal fencing alternate implementation.
Yesterday
merge from tutorialmodal_fix
Yesterday
Fix cargo scientists not moving
Yesterday
Fixed tutorial modal size, removed unsused bg asset
Yesterday
fixed pooled strings
Yesterday
restore child transforms too
Yesterday
merge from medical_honey_bandage (again)
Yesterday
Fixed connection modal default description being adasd asdasfad sadg asdgasdg ash asdg sda ghash sa dh asfh asdgh sda h sH SDG ASF H ASFH ASH ASHF SDGSDG SDAG S DAG SAGD ASG AS DG ASDG SADG ASD G SADG ASDG AGSD GSD SAGD ASD in editor 🙃
Yesterday
Fix old scientists trying to steer instead of turning instantly
Yesterday
merge from supermarketceiling_lowobjectquality_fix
Yesterday
merge from medical_honey_bandage
Yesterday
merge from sculpt_admingui_fix/better_panel
Yesterday
Localized the tutorial modal
Yesterday
merge from 3p_hatchet_aiming_anim_fix
Yesterday
Fix honey bandage effects not firing (for real this time)
Yesterday
Unfucked the menu tutorial modal
Yesterday
merge from NettingImpactFX
Yesterday
capture component states in init (needs more testing)
Yesterday
merge from autoturrets_LODcomponent_fix
Yesterday
Fix Scientist2 on Oilrig crouchwalks upstairs at a weird angle
Yesterday
merge from foundation_guide_fix