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137,657 Commits over 4,474 Days - 1.28cph!

Pool ui: - Fixed tooltips showing incorrect colour depending on if it was a successful or unsuccessful shot - Always show your side to the left - Various fixes - Add two avatar icons: 1 for each player
Today
Create tests to confirm waterwell stock is correct
Today
Cleanup method that returns max stock
Today
Fixed fuel tanks missing from HLOD at dome S2P SceneToPrefabTag inspector will now only show the SpecificLOD field if UseSpecificLOD mode is enabled
Today
Fix the maxStock for NPC vending orders being confusing - it used to only change the initial stock and then refill to the maximum of the vendor - now it just sets a different max stock for that individual vending order
Poolball Shadows, highlights, stripes etc
Today
Merge from boombox_volume_interact
Today
Icons
Today
Codegen
Today
Added a raise/lower volume interact prompt to deployed boomboxes Moves in 20% increments, can't go lower than 20% volume, starts at 100%
Today
Add "spawnvendor" command to spawn vendors in the editor (they are two different prefabs glued together)
Today
dartboard bullseye and win effect sounds
Today
fix missing pool table deploy sound
Today
Unsaved wip from yesterday
Today
merge from game_room_dlc , updated jukebox, wooden panels wallpaper, names, lod distances etc
Today
merge from sculptures - stone sculpture update
Today
stone sculpture icon
Today
Merge: from mt_snapshot_saving - Bugfix for invalid-api exception when trying to save attackheli turret with ammo/gun Tests: spawned one, loaded it up and shot all while in Jobs 4 mode
Today
Bugfix: cache ammo for heli turret, avoid TryGetComponent in Save which is not safe in MT Tests: spawend a heli, setup an ak turret with 100 bullets, shot in Jobs 4 mode - no errors
Today
better lod distances on dartboard and pooltable
Today
Merge: from main
Today
bar games sprays icons
Today
merge from PlayerMaintainedMonuments/powergrid
Today
More adjustments to powerline pole ladder - now more forgiving, able to climb the IO box and made the radius wider, so it's harder to lose grip https://files.facepunch.com/raul/1b3011b1/30_00-03-EnormousElephantbeetle.mp4
Today
Merge from satellite_crash
Today
Fix barricades placeable on top of water treatment tank, fix physics material Fix barricades not placeable on terrain next to water pipe outlet
Today
Merge from rb_oofed
Today
Remove rigibody altogether and just use velocity stand in along same path. Implementation has evovled to the point it's not even needed now (probably).
Today
create mip-filtered refraction texture before transparent geometry pass
Today
Keep the trail in place after impact and shrink it over 45 seconds so players can still see the impact trajectory
Today
add override water blend slider and toggle
Today
Merge from align
Today
Merge from demos
Today
More, and related refactor.
Today
WTP Spinner uses a proper base material, to fix waves and opacity.
Merge from PlayerMaintainedMonuments/powergrid
Today
Fix satellite crates physics material and block player input
Run powerplant S2P again
Merge from PlayerMaintainedMonuments
Use already set currentEnergy when setting PowergridIOAccessPoint power flag
Today
Bunch more
Today
merge from darts_game
Today
update reticle with new shader add CanvasLOD to score panels decrease default timeout from 4min -> 3min when game is over, players not registered can clear the board
Today
Added soundsa and audio support for powerline electrical boxes
Today
Power plant lighting issue fixes PowergridStage indicators are Default instead of World, to fix reflection probe light pollution.
Today
Bunch of fixes for potential demo issues
Today
Merge from fx_rework1
Today
Phase 2 resume fix
Today
merge from sculptures
Today
Fixed escape button not working in the sculpture editing dialog Save then close the sculpting dialog when pressing escape, following behaviour of the other painting panels