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142,599 Commits over 4,413 Days - 1.35cph!

Yesterday
Added UnityEngine.UI.Mask component support to CUI
Yesterday
Initial test
Yesterday
Fixed Button and Scrollbar color tweening when created initially (assigns colors on the same frame)
Yesterday
main -> game_room_dlc
Yesterday
Added baked config at register time Batteries are data based
Yesterday
Possible NRE fix
Yesterday
Pool table deployable
Yesterday
Honey bandage: - Increased stack size from 3 -> 5. - Added 6 healing over time.
Yesterday
merge from mortar_prototype
Yesterday
Fix mortar animation handles not getting disposed of properly in demos
Yesterday
Splitter evaluator
Yesterday
blockout playground models from yesterday
Yesterday
some visual tweaks to bench_b
Yesterday
adding more decorative benches to replace the large bulky one replaced the old one with new ones in scene also plugged some doorways in the apartment_b prefabs
Yesterday
Added downloading from URL, supports mp3/wav/ogg, update clip time Ability to change audio clips on the fly, added clip download request and caching, error handling Clear all audio clips out of memory &/or pending requests on disconnect
Yesterday
Full rebuild param handling from Jenkins end
Yesterday
Fixed charm picker not working when skins_access was set to 1
Yesterday
Merge from shot_dub_fixes
Yesterday
Added per axis dubbing override tracks (pan/tilt/roll)
Yesterday
Fixed position demo dubbing track displaying as "Position/Rotation" (was only doing position under the hood, was just mislabelled) Fixed DoF dubbing changes not recording
Yesterday
Fix hole Remove with swapback for transform instance data
Yesterday
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Yesterday
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Yesterday
Added new mesh.reducebonecountonlowlod convar, adjusts bone quality on skinned meshes spawned with a player LOD0 - Auto LOD1 - 2 Bones LOD2/3/4 - 1 Bone These use LODGroups so the LOD is calculated based on screen height, making the quality change imperceptible Might have scraped a quarter of a millisecond in a stress test? Hard to judge Defaults to on
Yesterday
Fixed wrong item id on ballistic vest
Yesterday
Hooked up the new shopkeeper anims to the waterwell shopkeepers as well
Yesterday
Replaced the old gesture based NPC wave with a new state on the child animator Also did a bit of cleanup on the wave code, instead of every shopkeeper in the world doing a Vis sweep every 5-10s just do a distance check based on nearby subscribers Makes the process free if no players are around, saves around 0.03ms each invoke
Yesterday
Replaced the stack of 4 sub systems on the vendor with a single animator controller
Yesterday
Handle clearing hole maps when instance count drops to 0 Increase foliage hole sampling radius to prevent foliage in holes
Yesterday
fix player_model changes stomped in merge
Yesterday
Combined building planner and boat building planner, swap between using radial menu. IT doesnt actually swap though only the context menu works for now
Yesterday
Memory cell evaluator
Yesterday
Root combiner distributes drain evenly on batteries connected to its inputs
Yesterday
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Yesterday
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Yesterday
Evaluator refactoring
Yesterday
Some tooltips
Yesterday
Merge from auto_particle_cinematics
Yesterday
Compile fix
Yesterday
Fixed EffectREcycle still recycling the effect if cinematic particle system mode is active when the particle is dragged into the scene
Yesterday
Branch and blocker evaluators Some cleanup and fixes
Yesterday
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Yesterday
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Yesterday
merge from main
Yesterday
Batteries tick flow. Charged and depleted on the same tick Bug fixes and refactoring
Yesterday
hackweek illuminated pressure pad; - placeholder model and emissive for pressure pad skin. - pad illuminates in the same fashion as the illuminated buttons when it has power supplied. https://files.facepunch.com/curtis/1b1211b1/12_05-05-ScholarlyYardant.mp4
Yesterday
Initial baseline to AudioSourceEntity Prefab setup, manifest, protos https://files.facepunch.com/raul/1b1111b1/11_20-53-MediumgoldenrodRoebuck.mp4
Yesterday
Unity 6.3.15f1
Yesterday
Merge from unity_6.3.11
Yesterday
Finalized D. B fixes. Scene backup.