156,860 Commits over 4,536 Days - 1.44cph!

Yesterday
Add ability to copy paste to import entire saves and output a different copy paste for each base
Yesterday
Merge from fusebox_inserted_item
Yesterday
Merge from main
Yesterday
S2P all the monuments containing fuseboxes
Yesterday
Squirrel hop animation updates
Yesterday
merge from pillbox_collision_fix
Yesterday
merge from boat_powerdown_fix
Yesterday
merge from unnecessary_item_condition
Yesterday
merge from simpleupgrade_convert
Yesterday
Refactor some of SimpleUpgrade to reuse the logic from the reskin system Fixes door controllers on external gates not being preserved nicely when upgraded, also just a lot cleaner code
Yesterday
merge from crab_swarms -> critter_animals
Yesterday
compiler fixes, disable debug cube
Yesterday
- fix deployables clipping through doors being hidden when an exterior door closes - fix entity destroy message sometimes being sent before network group switch happens (when repartitioning base)
Yesterday
Merge from monument_analytics
Yesterday
Optim: have StoreItemOverlayPage load main image from bundle only on fail Tests: navigated to pack page with failload 1, clicked through buttons
Yesterday
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Yesterday
Merge from main
Yesterday
Adding biofuel generator rig
Yesterday
Merge from render_pipeline_testing
Yesterday
Merge from main
Yesterday
Fixed the shadow acne and bias issues when using low shadow quality
Yesterday
Optim: HttpImage - only load dynamic sprites if HttpImage failed to fetch - converted UI_StoreBackground to use it Tests: navigated to general store tab, tested with delay, fail load and fail-then-succeed load
Yesterday
Fix player boat power down mechanic sometimes not working when lowering sails and quickly jumping off, causing the boat to drive away on its own Includes some tests
Yesterday
- Ensure you need to be super close to the generator to be able to stir
Yesterday
Merge from oil_rig_pump_delay
Yesterday
Added a 15 minute delay to the oil pump mechanic at oil rig Rig timer now runs for 20 minutes + WaterCatcher.OilProductionStartDelay convar (15 minutes)
Yesterday
4 grenades set up with anim subsystems, holdtype controllers removed
Yesterday
Broken helipad stages setup
Yesterday
- Setup lewis's new UI - Stir is now a progress bar - Minor mount/dismount changes
Yesterday
Bugfix: HttpImage prefers sprites for CoverImage, fixes atlas being drawn Tests: inspected spawned UI tiles, they used sprite instead of texture
Yesterday
Remove unused clan score event on RespawnableLootFridge
Yesterday
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Yesterday
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Yesterday
Bugfix: if 2 urls get requested and 1 throttled, make sure it goes via cache Tests: navigated to store -> general tab quickly, no exceptions
Yesterday
Merge from Livestock_animals/critter_animals
Yesterday
main -> biofuel_generator
Yesterday
mask/blend/subsystem improvements for nailgun, syringe, eoka and spraycan
Yesterday
computer_station_device_adder_fix -> main
Yesterday
Fix computer station hiding the text in the identifier input box at different resolutions
Yesterday
set up armored triangle ladder hatch workshop prefab with closed ladder hatch rig for icon rendering
Yesterday
Merge: from main
Yesterday
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Yesterday
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2 Days Ago
merge from main
2 Days Ago
handling deformation with building - deployables have configurable tolerance of error between current deformation and original height - foundations can cover small, but always place casted against the original height of the terrain, disallowed over deep carves
2 Days Ago
Merge from main
2 Days Ago
merge from sprint_shoot_anim_fix
2 Days Ago
sprint modifier subsystem uses networked attack signals to disable sprint anim instead of local-only data
2 Days Ago
merge from loadouts_pos_fix
2 Days Ago
Use MoveToContainer instead of giving the item and adjusting the position Adjusted the default position value to be -1 when read from older loadout JSON files