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137,660 Commits over 4,474 Days - 1.28cph!

Today
Fixed placement of wooden barricade and barbed wooden barricade. Raised notInSphere checks that were preventing placement. Tightened bounds setup so the tests still pass. Tested placement on terrain and construction in editor
Made corridor stop transition pieces wider to account for train stations of different widths
Today
More prefab cleanup
Today
merge from fix_cliff_gaps
Today
Applied a similar fix as 158818 to cliff_tall_slope_r_[a-b] prefabs to prevent holes in terrain at the corners of the cliff
Today
Tightened anchor setup on cliff_hills_large_c
Today
merge from game_room_dlc
Today
updated dartboard texture so that no. 16 is more clearly visible
Today
fixed rotation of the pooltable balls so numbers are facing up by default
Today
Possible fix for sfx error when entering network range of dome
Today
update to pooltable and textures. flattened cloth so its not visually confusing. rebaked pooltable and updated textures
Today
merge from main
Today
Merge from satellite_crash
Today
Remove the fuel text placeholder
Today
Remove some dead UI
Today
Fixed HAB with armour not calculating correct max health on the server after server restart due to spawn ordering - now explicitly rebuilding max health from children on PostServerLoad()
Initial setup
Today
Update dart offset in viewmodel and event on throw animation
Today
Double the speed of navmesh generation, fix some loading saves not working, fix some navmesh tiles missing, add logs to troubleshoot OOM issue
Today
Merge from main
Today
Add build artefacts for all platforms
Today
Remove debug.break left by accident
Today
¬!Dummy commit
Today
Remove the rotation on descent
Today
jukebox - glowy lighting turns off and on when power is supplied - tweaked material emit values - prefab updated
Today
jukebox - added a warm glowy lighting effect - updated model with second uvchannel - updated textures - updated materials
Today
Cherrypicked from 151180
Today
Update: try using CoreCLR's ConcurrentQueueSegment as a Pool implementation Leaks a bit in busy MT perf tests, but breaks down at 32 threads (can leak up to 50% of the buffer). Not good enough on it's own Tests: ran perf and unit tests
Merge from main
Today
Added tap sounds and reassigned pipe creak sounds
Today
Fix tile seams not being perfectly aligned because of quantization
Today
Switch satellite_remains to use its dedicated collision mesh instead of the model one.
Today
Delete empty folders
Today
Satellite.entity realmedremove tweak
Today
Sertup realmedremove on satellite_remains. Moved FX to client only.
Today
Delete 3 unused models/prefabs
Today
Tweak FX positions, think they were slightly out (unless intentional?) Move them to satellite hierachy for rotation
Removed green light from powerline electric box Adjusted timings of jacobs ladder effect, should be visible much less frequently Reduced cull distance for jacobs ladder effect to 30m
Today
merge from cui_updates
Today
Fixed child buttons of a non-interactable CanvasGroup gameobject not properly updating the button colors upon initially getting created
Today
Zoom out and frame the point between target and control computer when opening the targeting map UI
main -> game_room_dlc
Merge from PlayerMaintainedMonuments
Merge from main
Dont stop a pool game if someone moves too far away. Just base it on the last time a shot was taken
game_room_dlc -> main
Ensure cue ball starts on the line is should
Today
merge from main
Today
Add a dedidated SatelliteCrashLoot config. Referenced it on satellite crates. Still a copy of the Heliloot for now, but ready to be balanced separately now.
Ensure 8 and 5 ball aren't swapped on the backend - woops