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137,705 Commits over 4,352 Days - 1.32cph!

10 Days Ago
Skin pass for hide pants
10 Days Ago
Model changes and prefab light set dressing for kiosk D
10 Days Ago
Fix compile errors from merge
10 Days Ago
Pack showcase media
10 Days Ago
merge from boxes_dlc
10 Days Ago
replaced all TriggerWakeAIZ in all monuments and ran s2p - train tunnels still left - airfield - artic_research_base - bandit_town - compund - desert_military_base a/b/c/d - excavator - military_tunnel - oilrig / oilrig_small - trainyard
10 Days Ago
remove debug logs
10 Days Ago
merge from boxes_open_access
10 Days Ago
Fixed pivot on rentable shop F. First pass proper art for rentable shop D (still WIP as are the others)
10 Days Ago
also copy sleep delay and zones in tool
10 Days Ago
quick tool to convert TriggerWakeAIZ with a button - also made it so BaseEditorExAttribute can invoke a method for isTrue/isFalse instead of just reading fields/properties
10 Days Ago
Pack showcase wip
10 Days Ago
Merge: from main
10 Days Ago
Bugfix: uncomment tickState caching Left it commented because I thought it would help with unit test validation, but it's completelly unrelated to my unit tests. Tests: on Craggy tried to sprint with UsePlayerUpdateJobs 0
10 Days Ago
Fixed slot machine not animating with Indirect Instancing
10 Days Ago
merge from storepage_boxes
10 Days Ago
Revert EditorSettings
10 Days Ago
Fixed skin viewer not showing any box content Media size tweaks
10 Days Ago
Removed mesh cull from shipping container floor frames and wall frames as they should rely on network distance for culling
10 Days Ago
disabled mip streaming on the decal textures for shipping containers
10 Days Ago
setup ghostships and tropical islands WakeAIZ again because I changed the serialized format - ran s2p on all islands
10 Days Ago
Removed unused media, downsized the rest and made atlases
10 Days Ago
merge from main
10 Days Ago
corrected radius
10 Days Ago
merge from main
10 Days Ago
optional box support, re-uses x component of vec3 size for radius otherwise - uses largest extension for network radius check and then a coarse OBB<->triggerpoint intersection to determine actual contents
10 Days Ago
merge from boxes_dlc
10 Days Ago
tweaked lod cull distances on hopper and storage monitor to cull at same distance as everything else (60)
10 Days Ago
Storage box store page media 3
10 Days Ago
Storage box store page media 2
10 Days Ago
Storage box store page media 1
10 Days Ago
Storage box pack store page
10 Days Ago
merge from main
10 Days Ago
replaced TriggerWakeAIZ with WakeAIZ on all ghostship variants and tropical variants - ran s2p on all tropical islands
10 Days Ago
corrected inverted sphere gizmo
10 Days Ago
corrected latch, support for puzzlereset ddraw (get PooledList on request, don't track)
10 Days Ago
merge from boxes_dlc
10 Days Ago
added final storage box pack steam item icon, fixed broken lodgroups on scrap box and armor box, tweaked some workshop default camera positions on doors
10 Days Ago
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10 Days Ago
initial non-trigger AI WakeZone
10 Days Ago
merge from main
10 Days Ago
deepsea.wipecooldownmax default value set to 1h30
10 Days Ago
Store content json use pascal case
10 Days Ago
Update(tests): cover all speedhack_protection levels in tests Tests: ran unit tests
10 Days Ago
merge from main
10 Days Ago
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10 Days Ago
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10 Days Ago
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10 Days Ago
Merge from collectable_optim_pass
10 Days Ago
Fixed clear dying option not working when tapping E on a dead plant Had to add AllowOnUseToFindFirstAvailable toggle as by default tapping E can only ever use the option with the lowest order, even if we're showing a different option on the crosshair Proabbly makes sense for this to be the default behaviour but to limit scope for bugs just enable this on plants Add growableentity.killall convar