196,271 Commits over 4,110 Days - 1.99cph!

Today
merge from add_missing_excavator_sfx
Today
merge from codeanalysis_build_stripping
Today
merge from OpenCloseSoundsForCorpses (deployables)
Today
merge from abyss_storage_fix
Today
Restore settings gesture wheel prefab guid
Today
Remove RendererBatch from whitebox pieces
Today
Manifest
Today
Merge from parent
Today
merge from mo' env volume changes
Today
extended some train tunnel segments env volumes to prevent cut lines with lighting
Today
fixed the outdoor env volume on bunker entrances train tunnels causing brighter lighting indoor
Today
Merge from trimmed_asset_warmup
Today
Filter out assets that don't exist in builds so we don't try to warm them up
Today
fixed an incorrect scale on liquid gas tank collider mesh causing larger volume than it should be improved precision of dockwall corner out collider
Today
Merge from photo_filter
Today
Fixed deployable category in industrial conveyor not translating properly. Now listed as "Items" to match the crafting menu Fixed photos not appearing in conveyor filters
Today
Merge from fish_pose_fix
Today
Fixed player model getting stuck in fishing pose if fishing sequence is ended prematurely
Today
Upgrade fbx exporter for exposed export options API
Today
Merge from frontier_external_fixes
Today
Enabled needOnlyOneAreaCheckValid on ladder ground watch, fixes all ladders being destroyed on external walls when a single ladder is picked up
Today
Merge from frontier_external_fixes
Today
Some improvements to free spray behaviour on external walls
Today
Merge from trimmed_asset_warmup
Today
Get rid of the convar, just try to not bundle the unreferenced prefabs instead
Today
Merge from main
Today
Mark the frontier wall/gate as not hidden Fix simple upgrade options missing
Today
Merge from autoturret_peacekeeper
Today
Reduced initial time before the hostile warning appears (was 2s, now 0.25) Use real time instead of fixed delta time, makes the countdown closer to real time
Today
Merge from parent
Today
Merge from simple_floating_entity (includes latest main)
Today
Created SimpleFloatingEntity Shares simplified floating behaviour with floating junkpiles, can rotate but will only ever move on the Y axis Movement is budgeted and only active if a player is within 16m Derives from BaseEntity so has no damage handling
Today
Merge from food_spoil_pool_fix
Today
Fixed food sometimes spoiling immediately when created (pooling issue)
Today
Finally fixed it
Yesterday
Finish loading screen flex mockup
Yesterday
More gesture menu stuff
Yesterday
Merge from team_invite_changes
Yesterday
Don't allow duplicates in the invite list
Yesterday
WIP: Initial new loading screen setup
Yesterday
Removed some temporary testing logic
Yesterday
Merge from main
Yesterday
Merge from autoturret_peacekeeper
Yesterday
Merge from main
Yesterday
Slight menu transparency if in game
Yesterday
Menu open and close fade in/out
Yesterday
Stop quit modal from preventing escape from being picked up in game
Yesterday
Bloom improvements for new tonemap. More sky tweaks.
Yesterday
Fixed settings warmup nre
Yesterday
merge from fix_compile_tester_editor -> main