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139,308 Commits over 4,352 Days - 1.33cph!

Today
merge from /main/hackweek_techtree_multi_unlock
Today
merge from main
Today
new tech tree unlock sound and varation for repeated sounds when multi-unlocking
Today
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Today
combat knife and sunken knife projectile correct rotation and weapon rack deploy correct rotation
Today
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Merge from 3p_spectator_improvements
Merge from main
Today
merge from camera_fog_fix
Today
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Today
further reduce fogging in cameras
Today
set crypt building skin to 10472 and set up steam item and temp icon
Today
industrial shelving texture pass updates
Today
Bowless Crossbow - updated textures, added transmission texture to bowstring
Today
merge from main
Today
Set up inputs for new RRP compatible standard shader
Missing rooftop objects
Apartment complex b fixes Split the roof into multiple objects
Today
setting up crossbow bowless vm prefab and anims
Today
merge from render_pipeline_testing
Today
remove unused uniform
Today
fix vfog density map not using configured shore distance falloff
Merge from viewmodel_early_disable_fix
Revert change to PlayerAnimation.controller and remove the new StateMachineBehaviours for it, they were fucked
Today
refactored to ScopedOcean to setup fixture-scoped flat ocean
Today
Various fixes.
Today
Bunch of more inconsistency fixes.
Today
minimum setup required to run a test with ocean
Yesterday
setting up crossbow bowless viewmodel prefab, rig and anims
Yesterday
Merge from mfm2
Yesterday
Merge from viewmodel_early_disable_fix
Yesterday
Fix issues with viewmodel and playermodel hold type override lingering around when holstering grenades normally New issue where setting the playermodel hold type override to persist no longer works correctly with 'client.prediction' off or when seen on other players, will look at next Updated PlayerAnimation.controller: - Added PersistHeldEntityHoldAnimationOverride state machine behaviours to 'attack' and 'throw' states
Yesterday
Updating skinning for nomad hazmat
Yesterday
attempt 2
Yesterday
wip/test merge from main