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139,012 Commits over 4,505 Days - 1.29cph!

Today
merge vehicle pooling fixes
long beard texture resizes
Today
merge from flamethrower flame offset fix
Today
fixed flamethrower 3p flame offset
Today
some early returns and caching for performance
Initial Main Menu UI WIP
Today
fix pumpkin carving double projections and alpha cutoff issue
Today
Fix npcs getting stuck when navmesh tile rebuilds while they are in it or crossing it
Today
Fixed error with monument toggle switches
Today
Merge from medical_honey_bandage
Today
Adjusted network range: honey bandage 256 > 128 berry-blue-collectable 256 > 128 Automated testing no longer failing in editor
Today
add files missed in previous commit
Today
First pass on showing brush outline while painting
beardLOD correct size import settings
Today
merge from main
Added monument blockers to monuments
Today
square steam images for all missing steam items
Today
merge from fix_threaded_logs -> main
Today
Update test list
Today
Today
merge from main -> fix_threaded_logs
Bridge greyboxes
Today
Small vendor rooms added + vendor NPC setup (just testing idea)
Today
Remove hold to place
Today
Fence gate tweaks
Today
adjusted minifridge.deployed prefab gibbable settings
Today
fixed minifridge console error that couldn't generate normals for gib part 28 reason? there was no mesh within part 28. re-exported without it.
Today
merge from texturecompression_pass_aug26
Today
horse client pooling fixes
Today
fix catapult loaded ammo pooling bug
Today
reset heli rotor speed on init
Today
clear the cached vehicle owner when a seat is pooled
Today
Tugboat UI assets compression
Today
Enabled compression and streaming on 18 charm textures
Today
fix siege weapons not being reset properly
Today
Fix wheel collider warnings
main -> character_customisation
- Disable bonus resource rate gathering on monument blockers. This is not setup for satellite or helicopter debris, can't tell if that was ever deliberate but making it consistent. - Make time to kill on monument blockers when using melee weapons more consistent regardless of whether it's dispensing resources or not - Adjust time to kill rates and resource outputs on all the blockers
Today
placed the entity flag_toggle onto the prefab mesh parent like the original flashlight setup
Today
merge from woodarmour_skinnable
Today
updated workshop source wood armor hat with correct sharp edges version
Today
merge from iconfonts_optims
Today
Auto clean dynamic icon fonts when exiting playmode Increased atlas sized to 1024x1024, was missing some icons
Today
include ao
Today
reset animators
Today
updated new flash light refresh .entity to reference the new model Rotated the flashlight slightly in 3p so that it matches the orientation of the viewmodel so looks more coherent Added entity flag_toggle on the .entity so that it can be turned on/off in 3p resized flashlight ao from 1k->512 renamed flashlight convention to match the new convention
Today
Fix independant navmesh bounds not using the monument bounds, and always being fixed with the default values from AddComponent, fix AIs spawned before an independant navmesh is built being unable to find it
Today
Test with new model
Merge from powerline_power_change