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135,988 Commits over 4,324 Days - 1.31cph!

Yesterday
String lights line renderer now use local space positions, deployable on boats
Yesterday
Updated LOD 3 on Salvaged Axe World Model
Yesterday
Fix reload sounds not playing (does not support swapping weapons for now)
Yesterday
merge from main
Yesterday
merge from main
Yesterday
merge from main
Yesterday
Hopper and door controller not deployable on boats (performance reason, they can wake up a sleeping boat)
Yesterday
Flagged more prefabs to be deployable on boats
Yesterday
texturing progress - apartment complex prefabing windows and glass, S2P scene
Yesterday
merge from main ( kept destination viewmodel prefab conflict changes)
Yesterday
merge from main
Yesterday
merge from main
Yesterday
Added Salvaged Axe World Model Updated Salvaged Axe Textures to Enable Texture Mip Streaming
Yesterday
merge from painting_autosave_timer -> painting_qol_fixes
Yesterday
merge from main
Yesterday
merge from main
Yesterday
merge from main
Yesterday
merge from main
Yesterday
Disabled IO snapping on boat for now, it doesn't work well
Yesterday
codegen
Yesterday
Forcing a shader variant change to trigger variant compilation
Yesterday
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Yesterday
merge from main (needs a codegen)
Yesterday
Fix boat related client/server field mismatches.
Yesterday
Merge from main
Yesterday
merge from main
Yesterday
merge from boat_socketparent_fix
Yesterday
Fixed socket specific deployment parenting issue on boats, IPlannerReparentChildrenToMe was changing the parent
Yesterday
merge from main
Yesterday
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Yesterday
Refine npc aiming logic, good accuracy if player is not moving or charging us, bad accuracy if player is far away or running sideways/away
Yesterday
Pass params to ServerUse in struct, to make it easier to add new params without having to update all overrides
Yesterday
Fix scoreboard issues
Yesterday
scientist_spawner_new_boats
Yesterday
Ensure oilrig and crate hacking rhibs are also included
Yesterday
Added Vehicle_Large groundwatch for 48 IO prefabs
Yesterday
Ensure paintable objects' have shadow mode set to On when in the paintable window, otherwise it could have copied a version on the mesh renderer that the indirect instancing system had set to shadows only
Yesterday
Added ioentity.allowed_on_boats, default to false for now
Yesterday
Codegen
Yesterday
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Yesterday
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Yesterday
Merge from main
Yesterday
merge from shader_variant_cleanup
Yesterday
scientist_spawner_new_ai -> main
Yesterday
Merge from improve_sail_deploy
Yesterday
Merge from wearable_icons_fix
Yesterday
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Yesterday
More accurate colliders
Yesterday
Flip the condition
Yesterday
scientist_spawners_enabled now affects Scientist Boat spawning