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131,160 Commits over 4,232 Days - 1.29cph!

Today
Made chamfered edges on artist canvases paintable to improve seamless tiling across multiple canvases
Today
merge from main
Today
changes on wind ambiences for the floating cities and casino ambience set up
Today
All combat entities (things with health) show health info below a set health threshold (default 75%), or for 1s after being attacked, or when the player is holding a hammer. - Some exceptions still apply, like when mounted to vehicles, but most things have been changed to be in parity with the new standardization
Today
updated vm lr300 space gun reload anim
Today
Bugfix: handle spawn groups on non-baseentity gameobjects Tests: procgen 2.5k in editor
Today
space lr300 icon and hooked up to item prefab and steam item
Today
Binoculars anim refresh polish
Today
Clear TriggerHurtNotChild source entity/hurt trigger user when converting boats to editable
Today
M92 - Added updated viewmodel and worldmodel
Today
Fix duplicate var name
Simple fix to a broken collider on one of the control panels in NMS that would allow to drop backpacks inside them
Today
Fixed alpha on gibs. Fixed orientation of XXL canvas in painting mode.
Today
Disabled vcol modulation on crates material. Batching messes up vcol when grouping meshes.
Today
Fixed the bug with changing renderscale/dlss with Volumetric clouds set to Ultra that would blit the wrong texture to the screen
Today
enabled decal layers [all] on mboat materials
Fixed broken shadows on improvised_walkway_roof_tarp_300x600_a
Today
Fixed the render texture memory leak in the Icon Render scene
Today
LODs and gibs for artist canvas L, XL, XXL + prefab setup
Today
updated vm and 3p lr300 space gun anims
Today
Added incen rockets to fixcars 3 Added a help field to the fixcars
Today
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Today
Flare weapon refresh animation polish
Today
naval_update -> main - Staging wipe, Course locked, no piviting now
Yesterday
Merge: from navmeshsurface_optim - Optim: Ghostships now use a static, detached navmesh, saving us on navmesh re-integration every physics step - New scientists adapted to work with detached navmesh - In C+S editor, we now automatically exclude client-scene entities from dynamic navmesh gen Tests: spawned all ghost ships, observed scientists patrolling, dogfighting, sprinting
Yesterday
Coconut Underwear Repose
Yesterday
Clean: remove obsolete TODOs Tests: none, trivial change
Yesterday
boat engine t2 Updated t2 techtree
Yesterday
Clean: remove test code that offset the baked navmesh Prepping to merge back Tests: spawned all variations of ghostship, engaged scientists - didn't spot any weirdness
Yesterday
greatly reduce low grade fuel cost for boat building
Yesterday
Merge: from main
Yesterday
HockeyMask repose
Yesterday
Bugfix: LimitedTurnNavAgent - when path following, ensure facing direction is applied in world space Previously it was done in navmesh space, causing scientists to look in the sky during dogfight Tests: observed scientists dogfighting and chasing behaviors - they either looked in direction of run or me
Yesterday
merge from main
Yesterday
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Yesterday
shift DeployAndEditCooldown to the end of the frame, the Busy flag it sets messes with some vehicle initialization behaviour otherwise
Yesterday
Add christmas branding
Yesterday
save++ network++ persistance++
Yesterday
merge from boat_building
Yesterday
Tweak bbs deployable blocking collider
Yesterday
SmallBackpack repose
Yesterday
merge from Cannon_Animation
Yesterday
boat steering anim update
Yesterday
updated cannonball craft, removed duplicate item blueprint comp crafts 2 at once
Yesterday
Update cannon deployed prefab to use the correct viewmodel camera animation and eye position
Yesterday
Merge from parent
Yesterday
More shore material tweaks
Yesterday
fixed floating net, incorrect material assignment to rope_docks on ghost ships
Yesterday
fixed incorrect surface types on adobe frame prefabs
Yesterday
Adjust tropical shore settings