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130,516 Commits over 4,140 Days - 1.31cph!

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Today
Media assets, store page
Today
positioned lock empty in wall cabinet
Today
Wall Storage - Deleted old icon from the main assets folder (it seems to have slipped through using the old icon tool)
Today
package modifications - built latest version 1.0.7 and replaced Windows DLL, gives access to more tuning parameters - made lib editor only - compatibility changes for new version - removed old version linux and osx libraries, if someone cares to generate convex colliders on mac/linux then we can build them
gunshot_network_range_improvements -> main
Today
- Import UniTask - Run navmesh generation on a background thread - Handle AiManager.nav_wait and AI.move the same way as the current DynamicNavmesh
Today
fix for double audio trigger bug
Ensure the AK variants have the same sound range as the base ak
Floating city scene cleanup Medical bay progress
If terrain height is greater than water height then we should assume we are dry, and then run the volume checks rather than just ignoring the case and allows false positives.
Today
Floating walkways set dressing WIP
Improvised walkway roof corner pieces for medical bay tent Set shadowcasting on tarps to 2 sided
Today
moved mannequin body part prefabs to their own folder so theyre easier to find
Today
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Today
Baseline
Today
Merge from main
Today
Staging wipe network++ save++
Today
added CoACD package locally to allow modification
Yesterday
Merge from main
Yesterday
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Yesterday
Prefabbed up medical bay barge for better scene organisation, cleaned up scene hierarchy
Yesterday
Merge: from benchmark_demo_clean - Clean: removal of dead functionality for demo benchmarks (not supporting it) Tests: compiled in editor
Yesterday
Clean: remove expired editor-only upload endpoint Tests: none, trivial change
Yesterday
Clean: remove full-server-demo benchmark demo uploading FullServerDemos are not used for benchmarking(since they're not net protocol stable), so there's no point in this code. Tests: compiles in editor
Yesterday
Instanced terrain cell renderer setup
Yesterday
tweaks to torso and hand so there's less clipping on some clothing items
Yesterday
Re-prefabbed floating walkways for set dressing pass
Yesterday
pulled mannequin's wooden leg down so it's same height as the foot
Yesterday
merge from fix_jackhammer
Yesterday
merge from gesturebind_log_fix
Yesterday
merge from admin_invis_misc_fixes
Yesterday
merge from scene_warmup_fixes
Yesterday
merge from cargorange
Yesterday
merge from spas12_vm_ironsights
Yesterday
merge from Attackheli_Buildvolume
Yesterday
merge fix_invoke_handler_errors to main
Yesterday
Fix InvokeHandler being left in scenes, which caused error spam when entering play mode.
Yesterday
head_lookdown_debug -> main
Yesterday
Occassionally if a players head look angle > 140 degrees consistently for prolonged update cycles, it could lose its pitch data, only preserving the yaw
Yesterday
beanbag chair sounds mannequin sounds chandelier sounds orientable spotlight sounds wall cabinet sounds
Yesterday
merge fix_hp_post_restart to main
Yesterday
Load modifiers before metabolism, otherwise metabolism will set always cap the player health to 100 after a server restart rather than the modified max health.
Yesterday
merge from decor_lighting_dlc
Yesterday
Removed light occludee on chandelier main point light as its dynamic
Yesterday
merge from crafting_search_improvements