121,613 Commits over 4,048 Days - 1.25cph!
Snow machine static sound radius is smaller
Server Browser - No server selected, tabs restyle
Fixed gap allowing LOS access in coaling tower exit corridor
Removed un-harvestable tree entities from giant excavator scene
Attempt to fix hole in terrain of cave_large_hard - couldn't check the exact seed as procedural map changed since report
added xmas prefabs to bandit town and fishing village a and b
Fixed cyclic serialization warning
fixed powerline_poles baked LODs vertex normals producing incorrect lighting rendition
doubled geo and culled backfaces on material
Adding more building topology in desert military bases to prevent undesired HAB spawns
Fixed some sort of 𝘫𝘦 𝘯𝘦 𝘴𝘢𝘪𝘴 𝘲𝘶𝘰𝘪 problem with modular car chassis import causing a dodgy keyEnterDialog assignment
Fixed hole in checkpoint_single_rural mesh
Fixed the missing deferred decal script on the prefab
This will need S2P
Subtracting canvas_disabler_2 - multiple issues, outside of the scope for the upcoming update.
Fixed NRE when interacting with armoured cockpit windows
Attempt to fix invalid splats for cave_large_sewers
Compile fix, ignore client emoji folder
Cherry pick
77144 (solves overlapping issues and didn't require the TmPro update)
Add some padding around each emoji
Trying out updating TmPro (3.0.6)
Various improvements to the large tree
Sparks now play once an item has finished crafting
Use existing HasADriverSeat method - don't need IsCockpit
Wrapped some decor behind GameModeObjectToggle where applicable
Fixed central looking looking only at the driver, instead of everyone in a cockpit module, when determining if it should re-enable
Added LODGroup component to terrain_blend_cube
Additional player prefab skeletons. Updated menu prefab list
Tweaked clone icons to more clearly show berry colour
Added 'A-pose' clip to cinematic controller
Added 'ent auth' support to modular cars with code locks
Car lift no longer sends lock code to clients
Don't show the vehicle lock keycode on the lift at all (prevent others seeing the code because you're probably using the same code for your base, aren't you?). You can always destroy the lock if you forget your code.
Added a phrase explaining the lock code being hidden in streamer mode.
Fixed condition on door controller (unused)
Fixed BBQ static hidden having incorrect slots after recent baseoven changes
Removed condition pickup from Garage door - now in line with other doors
Applied rotation changes tograveyardd fence
Fixed external wall debris destroying when out of terrain
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Potential instrument LateUpdate fix