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138,446 Commits over 4,505 Days - 1.28cph!

38 Days Ago
Missed files
38 Days Ago
Debug commands to change pool table state
38 Days Ago
Close the pool dialog in between shots (this is temp but needed at the minute)
38 Days Ago
- More game registration fixes - Player slot and id fixes - Fixes for remounting - Toast/status fixes - Fixed not being able to complete the game - Allow access to reset game
38 Days Ago
Better blue team colour
38 Days Ago
More pool ui fixes, ensure stripes/solids renders on the ui Ensure eight ball ui doesnt turn itself off
38 Days Ago
Remove old icon
38 Days Ago
Fix busted 3p cue position/rotation
38 Days Ago
- Cleaned up deploy volume, colliders, construction script etc - New Icon
38 Days Ago
Change ... to say PROCESSING TURN in pool table status
38 Days Ago
Viewmodel fixes - Wireup new full and low power cue positions - Ensure hands can be seen (now using the right material)
38 Days Ago
Add flailing, turn down launch boost a bit, ignore swing collisions
38 Days Ago
game_room_dlc -> game_room_dlc/pool
38 Days Ago
Add a way for players to launch themselves from swings when dismounting, bump up swing acceleration by 20%
38 Days Ago
Merge from apartment_complex_monument
38 Days Ago
Fixed missing upkeep terminal server error when upgrading rooms
38 Days Ago
Fixed bathtub missing from manifest (would have been resolved in builds anyway, fixes an error in editor though)
38 Days Ago
Fixed concierge conversation not filling the room number and rent values Also fixed medium and large upkeep using the wrong phrases
38 Days Ago
Possible fix for missing apartment_small_col fbx in builds The fbx import settings imported a material, which meant the asset was loaded into content.private as it grabs all materials
38 Days Ago
Fix an edge case with legacy skins (workshop id 0) incorrectly appearing as selected
38 Days Ago
Merge from clan_bugfixes
38 Days Ago
Disable line limit on the clan announcement input and let the backend limit it instead Make it so it strips the linebreaks instead of entire lines of text
38 Days Ago
Use the gesture viewmodel when using gestures so we can see 1st person hands, ensure any held item viewmodel is redeployed when the gesture ends and when ending gesture loops
38 Days Ago
darts polish - darts stick into board at steeper angle and with slight random offsets - darts have a more dramatic up-down flight path - reticle doesnt cast shadows - unthrown darts appear in offhand in 3p - tweaked mountable positions
38 Days Ago
Fix some slowess with editing large text inputs, hopefully doesn't break some emoji stuff though
38 Days Ago
Fix failing container corpse test for bed testlist
38 Days Ago
merge from main
38 Days Ago
merge from clan_bugfixes
38 Days Ago
Fixed camera positioning, fixed screen shake / effects, enable post processing
38 Days Ago
more texture tweaks
38 Days Ago
Merge from pmm_supermarket_food_freezer
38 Days Ago
Merge from PlayerMaintainedMonuments
38 Days Ago
Added small ramps to basement colliders to help with movement
38 Days Ago
38 Days Ago
More reverb zone distance tweaks
38 Days Ago
Merge from main
38 Days Ago
Fix viewmodel animations resetting on other high fire rate guns at low fps
38 Days Ago
minor wooden helmet mesh tweak
38 Days Ago
small wooden pants mesh tweak
38 Days Ago
Reverb zones misaligned center fixes
38 Days Ago
Fix clan leaderboard never refreshing Probably fix clan announcement truncating to 2048 despite everything else allowing more Don't auto select all when clicking on rank name to edit Missing clan map material change
38 Days Ago
Adding forward and back pose for pool viewmodel anims
38 Days Ago
merge from WoodArmour_skinnable/V2
38 Days Ago
texture size pass
38 Days Ago
wooden pants mesh update texture import settings world model rename
38 Days Ago
merge from apartment_complex_monument (shops in computer UI and invisible furniture fix)
38 Days Ago
Fixed static furnitures being invisible when reconnecting inside your flat
38 Days Ago
Warmup item/wearables icons on startup to avoid FPS dips
38 Days Ago
Update: add ability to step through higher levels of mip chain to reconfirm visibility - controlled via culling.extralodsteps, default to 0 (same as before) Out HiZ downsampling filter erodes depth at edges of objects, so if objects picks a low mip, there's a good chance it won't see any occluding depth Tests: ran around apartments monument in editor with 0, 2 and 7. at 2 saved only 0.25% percent of drawcalls, but 7 can save up to 10% (will profile standalone later)
38 Days Ago
merge from main