136,200 Commits over 4,293 Days - 1.32cph!

Yesterday
Added buttons for switching between each shadow preset on the editor window to make it easier to test
Yesterday
Added exit time transitions to head animations incase the lack of exit time or condition is stopping the transition on build
Yesterday
merge from main
Yesterday
Add a command to debug cannon/ptboat head animations not working
Yesterday
Adding player skin component to overalls
Yesterday
Adding skeleton skin component to paintball overalls arm mesh
Yesterday
Fixed paintball overalls clipping camera when doing gestures
Yesterday
Updating paintball overall prefab with new arm mesh
Yesterday
Adding arm mesh back to paintball overalls
Yesterday
Increase bounds of sleeping volume, to help prevent sniping sleeping AI, will investigate better solution post naval
Yesterday
Hide scientists healthbar
Yesterday
Make BBS hold to deploy and fix warning not appearing during placement if you already have a BBS somewhere.
Yesterday
Paintball overalls colour lookup tweaks
Yesterday
work in progress on block prefabs backup
Yesterday
Merge from fix_npc_flanking
Yesterday
Per-player max boat building station limit wip
Yesterday
Merge from naval_update
Yesterday
Hook up new flanking algorithm to fsm
Yesterday
Paintball Gun - missing viewmodel adjustments
Yesterday
Paintball Gun - swapped hopper shader and material adjustments to avoid exploits
Yesterday
Regraded everything for the changes. End result is less crushed darks.
Yesterday
Updating snowmobile driving anims
Yesterday
Added wearable tag to overalls prefab Icon update
Yesterday
merge from bot_sleeptarget_collider_fix
Yesterday
Yesterday
Merge from decal_layers_fake_transmission
Yesterday
Brightened overalls so their multiplied colour better matches the paintball colour Other minor texture fixes
Yesterday
merge from main
Yesterday
Added simple CPU and GPU timing tests for the shadow presets along with a simple editor window for configuring settings
Yesterday
Merge from naval_update
Yesterday
Merge from main
Yesterday
lightbulb_emissive mat to opaque
Yesterday
Merge from naval_missions
Yesterday
Reduce default mission valid states work queue budget from 0.3ms to 0.1ms
Yesterday
Deleting duplicate hopper mesh for paintball gun
Yesterday
Manually call OnParentChangingClient on client entities that have no new parent. This callback was never being called in this situation, for any entities. Remove the hardcoded immediate send for balloons on boat parenting changes as this also fixes that issue.
Yesterday
Merge from missionreward_stack_fix
Yesterday
- Remove option to check inventory space for rewards before completing missions, this is now run on very every mission - Add some guards to while loop when dispensing rewards to prevent potential infinite loops if something goes wrong - Getting the total required reward item slots for a mission also correctly checks item slots required for bonus rewards
Yesterday
More monument blocker blockout progress
Yesterday
force sleeping bots to refresh collider size when being removed from the BotColliderWorkQueue, catches edge case for using sleeptarget on spawned bot players
Yesterday
Merge from main
Yesterday
Added a method of faking better transmission for decal layers on the standard shader by manipulating the dot product of the light direction and normal
Yesterday
RW on blocks, work in progress on block prefabs backup
Yesterday
crypt building skin blocks models and gibs updated textures, materials
Yesterday
Fix pool leak in DamageUtils
Yesterday
Don't save child storage containers of a workcart if the workcart itself isn't going to save Disable deep sea in Bill B test map and move it to the Dev submenu
Yesterday
Respect item stacksize when giving out mission rewards Adjust required slots calculation, enable checkSpaceForRewards for the naval missions
Yesterday
Merge from naval_update
Yesterday
Cleanup
Yesterday
Restrict vehicle checks to PlayerHelicopter and BaseBoat just in case