141,613 Commits over 4,383 Days - 1.35cph!

Yesterday
Blend between low/high sweep animations on mortar when aiming/up down to make hand IK not look crazy.
Yesterday
Add a way to use multiple animation handles with the player model.
Yesterday
fix default rotation of pumpkin in painting menu
Yesterday
tighten up waterwheel dismount positions
Yesterday
Initial setup for new vending machine admin ui
Yesterday
Missing files
2 Days Ago
update phrases - fix overfished message - waterflow message - lootinsafezone msg
2 Days Ago
Bleed fix.
2 Days Ago
More monument scene lighting fixes for updated assets.
2 Days Ago
Merge from main
2 Days Ago
exported latest bowless crossbow viewmodel anims
2 Days Ago
Renamed neon sign textures to new conventions. Added open and closed cateogories in kiosk hierarchies in Kiosk A - F
2 Days Ago
Scientist Santa restored in the santa sleigh
2 Days Ago
Restore path highlighting
2 Days Ago
Start making conversation for apartment vendor NPC
2 Days Ago
Code gen
2 Days Ago
merge from mortar
2 Days Ago
Mortar anim updates
2 Days Ago
Seperate upgrade path logic for prototype/regular
2 Days Ago
Comitting some mitting metas
2 Days Ago
More neon sign work - new art, LOD0s only so far, some texture adjustments
2 Days Ago
More UI
2 Days Ago
move "inventory full" toast behind the inventory UI, blocks too much
2 Days Ago
replaced door meshes with door prefabs on kiosks
2 Days Ago
Merge: from hascloseconnections_fix - Bugfix for BaseNetworkable.HasCloseConnections and GetCloseConnections mot seeing outside of small layer Tests: ran unit tests
2 Days Ago
Bugfix: ensure players are detected on the border of the network cell - expanded unit tests to cover these cases Tests: ran unit tests
2 Days Ago
update apartment_complex_monument/prototype
2 Days Ago
Buncha fixes.
2 Days Ago
Fix a test fixture convar
2 Days Ago
apartment doors lods, collision and static prefabs
2 Days Ago
Added render texture pooling for active light shadow map caching and added an option to the experimental menu section for toggling shadow caching
2 Days Ago
More UI setup
2 Days Ago
Merge: from main
2 Days Ago
Bugfix: fix HasConnectionsClose & GetCloseConnections missing players in medium and large ranges - also add a unit test to validate Connections overload Tests: ran unit tests
2 Days Ago
merge from apartment_complex_monument/prototype -> apartment_complex_monument
2 Days Ago
Fix nullref when trying to access Terrain.activeTerrain, use TerrainMeta instead
2 Days Ago
Revert some UI changes/behaviour. Add separate prototype panel to techtree. Working towards supporting unlock, multi-unlock and prototype unlock options simultaneously.
2 Days Ago
merge from main
2 Days Ago
Set new pitch clamps to match animations (30-60deg), update IK hand targets
2 Days Ago
Bugfix(tests): adjust player spawn distance for TestNetworkRange.OutsideRange cases They can land on a boundary, making it more difficult to reason when working across small/medium/large layers Tests: ran the tests, same results
2 Days Ago
Bugfix(tests): expand TestServer's network grid from 1k to 2k Previously it was too easy to accidentally setup an out-of-bounds scenario, leading to confusing test failures Tests: ran related tests, discovered couple tests are failing (unrelated to this change)
2 Days Ago
Avoid repeated calls to Terrain.activeTerrain
2 Days Ago
testlist
2 Days Ago
Commit the .meta files that keep popping up
2 Days Ago
Skinning update for paintball overalls
2 Days Ago
merge from woodpile_changestage_audio
2 Days Ago
Rename RebuildAllNavmeshes to RebuildDefaultNavmesh
2 Days Ago
merge from fix_privaddfriend_vis
2 Days Ago
merge from computer_station_io (only manifest changes)
2 Days Ago
manifest