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140,036 Commits over 4,383 Days - 1.33cph!

Today
Added skinnable assets for half height and single height shelves to support future spraycan functionality Can't test right now as there's only one version of those entities
Today
Merge from main
Today
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Today
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Today
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Today
Setup fire effect properly, add effect recycle to muzzle fire fx
Today
Animate mortar during loading, disable the animator outside of loading.
Attempted fix for 'A session is already active.' EAC error
Today
Fixed another case where unequipping a mobile phone mid-call would prevent interactions server side
boatai_los_swapfix -> main
- Add a timer based LOS grace period to PlayerTarget acquisition, if LOS has been broken for longer than 10 seconds then drop the target. - Don't LOS to just the main body of the player (to prevent cheese)
main -> vendingmachine_ui_refresh
- Minor polish
Missed files
Can now make fulll vending order with drag/drop
Today
Clamp swimming anim state based on walk movement swimming status rather than querying water factor separately
Average male head model/prefab/skin set Short scruffy beard models/lods/textures/prefabs (not accessible yet)
Today
Fix ItemContainer.Take() leaking items when a null list is passed in - used when taking items from a container but not keeping them (like crafting)
Fix virtual icon dragging not working
Today
merge from deepseamarkers_mlrs_fix
Today
Fixed deep sea portal marker masking issues with MLRS's map
Today
Merge from main (no conflicts)
Today
Static prop lantern consistency. Red spotlights on Excavator fixes.
Today
These too.
Today
Missed some files.
Today
Monument fixes.
Add drag support to the fake slot and inventory system (not working properly yet)
Yesterday
- Create a fake inventory system in the vending admin dialog to show off all of the vending machines inventory - Add light and dark colouring to each of the search entries - Add emoji support to the shop name - Restyled emoji window to fit in with the new theming
Yesterday
add workshop on/off toggle for electric furnace effects
Yesterday
Update: dispose netgroups when NetVisGrid gets disabled Tests: booted into craggy and stopped - no errors
Yesterday
Clean: remove Provider.Init method Tests: ran UpdateSubscriptionConsistency test, booted into craggy
Yesterday
workbench upgrades gibs added
Yesterday
workbench gibs fbx added
Yesterday
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Yesterday
Optim: Get rid of NetGroup pre-allocation, use thread-safe lazy allocation Comparing memory snapshots, we go from 2.1mil NetGroups down to 131, saving 140MB Tests: booted to Craggy and ran around. ran UpdateSubscriptionsConsistency unit test.
Yesterday
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Yesterday
Clean: move group initialization from PopulateCells to GetGroup Tests: ran around on craggy
Yesterday
Clean: remove Visibility.Manager.groups - also remove all provider == null checks Tests: compiles
Yesterday
Mortar export updates
Yesterday
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Yesterday
Update: add ClientVisibilityProvider - mostly a dud Provider, most methods do nothing - Upodated all places to use ClientVisibilityProvider instead of null This allows to remove groups from Network.Visiblity.Manager Tests: booted into craggy, ran GameTraceTests
Yesterday
Massaged the broken time acceleration curve to increase night time to be closer to 10 minutes again.
Yesterday
NPC's now use the server gesture start method rather than sending player signals, fixes them not hiding their currently held entities when starting gestures Added faster dictionary lookups to GestureCollection
Yesterday
Fixed Lumberjack Hoodie not working in Industrial Conveyor
Yesterday
Switch mortar firing button from reload to primary fire.
Yesterday
Update: instead of iterating all netgroups, add Provider.ForEach(layer, callback) method - get rid of Visibility.Manager.Groups accessor This removes public access to groups dictionary, so almost there to remove it Tests: booted to craggy, opened deep sea and ran deepsea.printentitycount
Yesterday
merge from split_dump_command
Yesterday
Mortar animator update and anim exports
Yesterday
switch to args.ReplyWith
Yesterday
Fixed nuke EffectRecycle prefab errors.