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137,838 Commits over 4,505 Days - 1.27cph!

Adding initial events for power grid state, fuses, and garages.
Improve sound loop stop
Add simple clientside component for playing powergrid startup/loop/winddown sound
Today
Merge from terrain_renderer
Today
merge from terrain_parallax_fix
Yesterday
Merge from main
Yesterday
Merge from PlayerMaintainedMonuments
Yesterday
Merge from satellite_crash
Yesterday
Merge from satellite_internal_meshfix
Yesterday
Merge from thruster_module: Adds a new Thruster Module item. 3 salvagable from the satellite remains. Recyclable only. Item has condition level based on remaining satellite fuel at target lock-in. Recycles to explosives based on condition. More fuel = more explosives.
Yesterday
revert quality mapping
Yesterday
Change local parallax keywords to global Map to terrain quality setting Adjust terrain material parallax values
Yesterday
Gate debug dot to editor only
Yesterday
merge from hackweek_sv_pie_menu
Yesterday
Added back inventory tab checks
Yesterday
Run the custom pie close command (if available) if it cannot be opened due to dialogs
Yesterday
Manifest
Yesterday
Yesterday
Thruster item setup
Yesterday
adding tripple transition train tunnel part
Yesterday
merge from main
Yesterday
Yesterday
Fix grass
Yesterday
Updating Jenkinsfile to match required params for build step with latest FPBuild
Yesterday
adding small modular train tunnels
Yesterday
removing unused station blockouts
Yesterday
initial/wip
Yesterday
Merge from playermaintainedmonuments
Rin
Yesterday
merge from water_wheel_gibs
Yesterday
Unsaved changes to animator
Yesterday
Add master key to icon generator manifest Update master key icon
Yesterday
Update manifest
Yesterday
Animation code hooked up for master key - uses a custom AnimationSubSystem before we figure out how to simplify it to the OverrideAnimationSubSystem
Yesterday
Merge from main
Yesterday
Add dev only terrain depth prepass convar for testing
Yesterday
Stop terrain hole mask sampling when no terrain holes are registered Split TerrainHoleRenderer into TerrainHoleCamera for per camera textures Fix inconsistent terrain queue order across subshaders
Yesterday
Fixes after converting ItemManager.Items static -> instance
Yesterday
Switch ItemManager.Items from a static class to a instance - fixes it not being reset by ResetStaticFields (and this being the easier way to do so) - add master key item too
Yesterday
Make the balls drop into the pockets rather than instantly teleporting
Yesterday
Fixed laggy left/right movement in the pool mountable
Yesterday
Fix having to re-rack a pool table to make the balls reappear
Yesterday
merge from main -> masterkey
Yesterday
Fixed loot satellite clan event
Yesterday
Setup pool components on modular vehicles too
Yesterday
master key sounds
Yesterday
Setup pooling on all seats
Yesterday
Keep the dialog window open right up until you dismount Stop left/right doing anything whilst frozen on the table
Yesterday
merge from water_treatment_plant_maintainables
Yesterday
Pool smaller vehicles
Yesterday
Waterpipes now avoid monuments when trying to place, by checking against 2x Bounds, so they won't be inside preventBuilding zones Increased spawning of waterpipes to compensate for no monument ones, made more consistent: 50+30dither -> 25+10dither Fix watercatcher flag conflict added convar that prints how many water catchers are registered to the WTP broadcaster "watertreatmentswitchbroadcast.get_num_listeners"