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139,905 Commits over 4,383 Days - 1.33cph!

46 Days Ago
Fix cannon handle spinning due to buoyancy.
46 Days Ago
merge from 144620 failed merge
46 Days Ago
merge from storepage_boxes
46 Days Ago
Restore component box prefab Tweaked cyclegameobject timing
46 Days Ago
Apply the door fix to the unused boat door
46 Days Ago
added RustRelay ArrayPool to print_arraypool
46 Days Ago
Add ability to keep entity hold type override on 3rd person playermodel active after the entity has been destroyed, until an animation event has been received (same setup as for viewmodels) Fix an issue where overrides of DoPrepare were not being called when invoked from the context menu button
46 Days Ago
merge from boxes_dlc
46 Days Ago
Fixed loot not respawning on deep sea ghost ships
46 Days Ago
merge from main
46 Days Ago
switch to using DecayEntity.GetPrivilege
46 Days Ago
merge from main
46 Days Ago
merge from doors_deploy_fix
46 Days Ago
Removed old includeAllDoors hack in DeployVolume, unused
46 Days Ago
Cleanup EntityListScriptableObject, removed unused code
46 Days Ago
Fixed all doors not deployable on top of prevent building volumes, regression from 141211
46 Days Ago
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46 Days Ago
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46 Days Ago
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46 Days Ago
merge randomize_seed to main
46 Days Ago
fixed boat priv issue with boxes, added check for when TC is placed after boxes
46 Days Ago
Adding burnt fuse into cannon barrel rig
46 Days Ago
merge debug_simulate_latency to main adds cvar `client.receiveLatency` (client admin) to main to help with testing high ping in Client/Server mode.
46 Days Ago
exported 3p batteringram idle anim and enabled 'force idle animation' tick box and set 'mounted animation speed' to 1 batteringram prefab
46 Days Ago
Merge from Main
46 Days Ago
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46 Days Ago
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46 Days Ago
various stools (4) blockout
46 Days Ago
clothing box corpse fix pooled string and manifest updated
46 Days Ago
File changes on the bone knife swing action
46 Days Ago
clothing box corpse
46 Days Ago
Optim: Jobs 2 - rewrite BuildSnapshotDependencyChains - fix a bug that caused more snapshots to be sent than necessary (causing massive inflation) - add a couple fast paths, rewrote it to be a single-pass algo - reduced number of pooled lists usage Need to write unit tests for this Tests: with useplayerupdatejobs 2 set from start, loaded craggy and 2.5k procgen world in editor, visited ferry terminal - didn't see anything missing, npcs had weapons and were shooting
46 Days Ago
Imported and implemented new sounds for the bone club
46 Days Ago
Fix cannon jitter when reloading and firing at high ping.
46 Days Ago
removed basically every allocation. pool all the things
46 Days Ago
exported 3p secretlabs chair idle anim. enabled 'force idle animation' tick box and set 'mounted animation speed' to 1 secretlabs chair prefab
46 Days Ago
Fix scientists not repositionning when a sniper flanks them, even if the shots land near them
46 Days Ago
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46 Days Ago
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46 Days Ago
merge cannon_fuse_burn into main
46 Days Ago
Fix cannon reload camera animation looping back into itself.
46 Days Ago
Started working on store data overrides via a json file Refactored TryGetTakeover
46 Days Ago
Material/colour rejigs of shop E to push closer to concept
46 Days Ago
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46 Days Ago
Added mount pose tooltips and headers in the BaseMountable inspector
46 Days Ago
clothing box - gibs
46 Days Ago
Removed the hack disabling vehicleAimYaw when using the cardgame pose, we now have a setting on the prefabs
46 Days Ago
Added 'Animate Vehicle Aim 360' setting to BaseMountable, toggles the vehicleAimYaw parameter update. It was affecting the mountable idle anim speed. It was not an issue before because our anims were just poses Set to false by default, enabled for rowboat and steering wheel
46 Days Ago
exported horse 3p idle anim and set 'mounted animation speed' to 1 in horseSaddle.prefab
46 Days Ago
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