139,405 Commits over 4,474 Days - 1.30cph!

Today
Remove the previous implementation of radiation zone. Can add it manually to the impact remains now instead.
Today
merge demoui2 to main
Today
Fix regression with grading sliders, I broke them when I made grading convars usable again.
Today
Merge from PMM
Today
Cherry pick blur manager NRE fix
Today
Add exposure slider to the effects tab, bump up max focus distance.
Today
Merge from PlayerMaintainedMonuments
Today
Fix switching from dolly view -> dolly edit not keeping the camera where it was, let people create keyframes in dolly view.
Today
Satellite launch computer now requires stage 4 power
Today
Add a way to minimize options/sandbox panels, fix some demo2ui not using phrases.
Today
Whoops, that should be stage 3 Also applied to small oil rig
Today
Oil rig now requires stage 2 power plant level (50%)
Today
Remove satellite event chat log
Today
Unsaved
Today
Fixed power icon on satellite computer
Today
Push up phrases too, oops
Today
Add copy/paste for timeline keyframes
Today
Merge from main
Today
Added clan events: Turned on oil rig switch Turned on water treatment plant (awarded when the gear is consumed) Inserting a heavy fuse in power plant Launching a satellite Looting a satellite crate Scores wip
Today
Add double clicking keyframes to snap to their time. (+ a context menu button)
Today
Fix demos not loading, blur manager NRE
Rin
Today
network++ save++ persistance++
Rin
Yesterday
merge from sculptures
Rin
Yesterday
merge from game_room_dlc
Yesterday
merge from main
Rin
Yesterday
No longer hidden 100 Wood 200 Stone Increased protection values (Subject to change)
Yesterday
Removed strings in entity names of airdrop rate terminal and chinook call terminal This will break saves, better to do it before force wipe Demo compatibility layer should ensure demo compatibility
Yesterday
Doubled cull distance of airfield terminals
Yesterday
Merge from water_treatment_plant_maintainables
Rin
Yesterday
Dart board HP 200 > 100 150 wood Pool Table HP 400 > 150 200 wood
Yesterday
Merge from main
Yesterday
Expose where to implement an analytics event for fuse inserting
Yesterday
merge from editor_cfg_parallel_import -> main
Yesterday
Set standby import worker count to 0 and set shutdown delay to 10s - prevents out of process import processes from sticking around and eating RAM
Yesterday
Add some better tooltips depending on what you pot
Yesterday
Minor colour changes
Yesterday
merge from waterwell_stock_decrease -> main
Yesterday
Pool ui: - Fixed tooltips showing incorrect colour depending on if it was a successful or unsuccessful shot - Always show your side to the left - Various fixes - Add two avatar icons: 1 for each player
Yesterday
Create tests to confirm waterwell stock is correct
Yesterday
Cleanup method that returns max stock
Yesterday
Fixed fuel tanks missing from HLOD at dome S2P SceneToPrefabTag inspector will now only show the SpecificLOD field if UseSpecificLOD mode is enabled
Yesterday
Fix the maxStock for NPC vending orders being confusing - it used to only change the initial stock and then refill to the maximum of the vendor - now it just sets a different max stock for that individual vending order
Yesterday
Poolball Shadows, highlights, stripes etc
Yesterday
Merge from boombox_volume_interact
Yesterday
Icons
Yesterday
Codegen
Yesterday
Added a raise/lower volume interact prompt to deployed boomboxes Moves in 20% increments, can't go lower than 20% volume, starts at 100%
Yesterday
Add "spawnvendor" command to spawn vendors in the editor (they are two different prefabs glued together)
Yesterday
dartboard bullseye and win effect sounds
Yesterday
fix missing pool table deploy sound