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128,100 Commits over 4,201 Days - 1.27cph!

Today
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Today
Two WIP behaviours that need unifying, beginning to fix unbeaching forces as well as implementing a MaxVelocity modifier in shallow water - both are querying shore vector and water depth information from the same points, we should do this in one place and - need to fix querying water depth as we don't have height info in the deep sea and it breaks it, don't want to do raycasts so we need to blit this in as well really
Today
change position of flare FX, add flare ready/dryfire sounds for mini and scrappie
Today
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Hoodie LODs - Female
Today
Syringe animation updates
Hoodie LODs - Male
Today
Merge: from save_viewer_extras - Save viewer can now filter for mobile(Sync Position) prefabs - It can also aggregate by prefab Tests: opened a save from the playtest
Today
Update(editor): SaveViewer - adjust what we display if we're in aggregate mode or not Shows count in aggregate mode, otherwise shows ID and Parent ID Tests: opened a save from playtest
Today
Switch ai.npcBarksEnabled to a replicated var to fix client compile for now.
Today
merge from deep_sea
Today
Update(editor): SaveViewer - sort aggregates in descending order by default Tests: viewed a save in aggregate mode
Today
merge from boat_building
Today
Update(editor): SaveViewer - add toggle to aggregate by prefab Tests: inspected aggregated entities from playtest save
Today
Floor frame fixes
Today
Fix scientists rushing when grenade throw fails
Remove the animation on build
Today
tweaked guide material settings for enhanced readability of geometric details
Today
changed RPG7 name to RPG Launcher in engine file
Today
Fixed portal backing colliders being rotated the wrong way, they were not using the portal rotation Renamed some stuff to avoid confusion
Eye following view (if you want it)
Today
New scientists used to sprint into cover when out of bullets, now they'll slowly walk for 1s before sprinting to give a larger window of opportunity to players
Today
Merge from fish_pie_buff
Today
Bumped fish pie comfort from 25% to 100%
Adjusted tarp alpha cutoff settings to get red of shadow flickering issues
Today
Let's not server cull the collision for hull.triangle...
Today
Reduce new scientists damage, and remove all voicelines (they won't talk anymore)
Test branch for alex
Updated HLODs for FC 2,3 and 4
Today
persistance++ blueprint wipe
Today
removed workbench scrap crafting cost, scrap to be invested stright into unlocks
Today
Update(editor): SaveViewer - add a "SyncPos Only" toggle Need it to figure out what caused high counts of syncpos networkables on the server Tests: viewed a save from the playtest
Today
Removed 10% tax on WB1 Removed 20% tax on WB2 Common unlock cost: 10 from 20 Uncommon unlock cost: 20 from 75 Rare unlock cost: 40 from 125 Very rare unlock cost: 75 from 500 Values subject to change
playables_fixes_2 -> naval_update
Fix ArgumentException: The Playable is invalid. It has either been Disposed or was never created happening with BlendOneShotWeights. - Properly nuke the coroutine method - Extra protection in the co-routine itself to stop this from NRE'ing
Today
merge from show_toggle_growable_ui
Today
Imported and Implemented the loot storage and 50cal turret sounds
Today
Merge from better_npc_grenades
Today
Remove logs and ddraw, hook to scientist but keep inactive for now
Today
cover pass ghost ship
Add null protection to all exposed methods referencing the playable controller
naval_update -> pt_boat_2
Today
Fix pooling issue on sort config panel
Today
Merge from hackweek_boxsorting
Fix rear turret clipping on the ptboat
Today
Added to options UI under Settings / UI / Interaction
Compass reference is broken here too for some reason
Fix lost compass reference
Today
remove semiauto pistol from waterwell vendor jackhammer price increase
pt_boat_2 -> naval_update