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140,141 Commits over 4,383 Days - 1.33cph!

Yesterday
Cinematic particle mode sets EffectRecycle play mode to looping Don't modify loop state on particle effect
Yesterday
Cleanup, fixed some duplicated stuff from the shelves work
Yesterday
Add blending between aimdir pitch and reload animation.
Yesterday
Fixed some redirects
Yesterday
Fix mortar controller transitions not having any conditions
Yesterday
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
Yesterday
Merge from main
Yesterday
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Yesterday
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Yesterday
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Yesterday
Setup fire effect properly, add effect recycle to muzzle fire fx
Yesterday
Animate mortar during loading, disable the animator outside of loading.
Yesterday
Attempted fix for 'A session is already active.' EAC error
Yesterday
Fixed another case where unequipping a mobile phone mid-call would prevent interactions server side
Yesterday
boatai_los_swapfix -> main
Yesterday
- 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)
Yesterday
main -> vendingmachine_ui_refresh
Yesterday
- Minor polish
Yesterday
Missed files
Yesterday
Can now make fulll vending order with drag/drop
Yesterday
Clamp swimming anim state based on walk movement swimming status rather than querying water factor separately
Yesterday
Average male head model/prefab/skin set Short scruffy beard models/lods/textures/prefabs (not accessible yet)
Yesterday
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)
Yesterday
Fix virtual icon dragging not working
2 Days Ago
merge from deepseamarkers_mlrs_fix
2 Days Ago
Fixed deep sea portal marker masking issues with MLRS's map
2 Days Ago
Merge from main (no conflicts)
2 Days Ago
Static prop lantern consistency. Red spotlights on Excavator fixes.
2 Days Ago
These too.
2 Days Ago
Missed some files.
2 Days Ago
Monument fixes.
2 Days Ago
Add drag support to the fake slot and inventory system (not working properly yet)
2 Days Ago
- 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
2 Days Ago
add workshop on/off toggle for electric furnace effects
2 Days Ago
Update: dispose netgroups when NetVisGrid gets disabled Tests: booted into craggy and stopped - no errors
2 Days Ago
Clean: remove Provider.Init method Tests: ran UpdateSubscriptionConsistency test, booted into craggy
2 Days Ago
workbench upgrades gibs added
2 Days Ago
workbench gibs fbx added
2 Days Ago
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2 Days Ago
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.
2 Days Ago
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2 Days Ago
Clean: move group initialization from PopulateCells to GetGroup Tests: ran around on craggy
2 Days Ago
Clean: remove Visibility.Manager.groups - also remove all provider == null checks Tests: compiles
2 Days Ago
Mortar export updates
2 Days Ago
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2 Days Ago
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
2 Days Ago
Massaged the broken time acceleration curve to increase night time to be closer to 10 minutes again.
2 Days Ago
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
2 Days Ago
Fixed Lumberjack Hoodie not working in Industrial Conveyor
2 Days Ago
Switch mortar firing button from reload to primary fire.