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137,821 Commits over 4,505 Days - 1.27cph!

Today
revert quality mapping
Today
Change local parallax keywords to global Map to terrain quality setting Adjust terrain material parallax values
Today
Gate debug dot to editor only
Today
merge from hackweek_sv_pie_menu
Today
Added back inventory tab checks
Today
Run the custom pie close command (if available) if it cannot be opened due to dialogs
Today
Manifest
Today
Today
Thruster item setup
Today
adding tripple transition train tunnel part
Today
merge from main
Today
Fix grass
Today
Updating Jenkinsfile to match required params for build step with latest FPBuild
Today
adding small modular train tunnels
Today
removing unused station blockouts
Today
initial/wip
Today
Merge from playermaintainedmonuments
Rin
Today
merge from water_wheel_gibs
Today
Unsaved changes to animator
Today
Add master key to icon generator manifest Update master key icon
Today
Update manifest
Today
Animation code hooked up for master key - uses a custom AnimationSubSystem before we figure out how to simplify it to the OverrideAnimationSubSystem
Today
Merge from main
Today
Add dev only terrain depth prepass convar for testing
Today
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
Today
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"
Yesterday
Poolable: siege weapons
Yesterday
Merge from PlayerMaintainedMonuments
Yesterday
Merge from PlayerMaintainedMonuments/powergrid
Yesterday
Add poolable component to kayak/bike/rowboat/horse
Yesterday
Merge from main
Yesterday
Merge from PlayerMaintainedMonuments
Yesterday
Merge from powergrid_demo_fix
Yesterday
Codegen, compile fix
Yesterday
Code audio changes for fuse audio state
Yesterday
Add 'demo.forcepowergridstage' convar to force a particular powergrid stage during demo playback Fix some issues with PowergridToggle component