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138,165 Commits over 4,505 Days - 1.28cph!

46 Days Ago
Cast Iron Pan prop LOD0
46 Days Ago
merge from prototype -> apartment_complex_monument
46 Days Ago
tanker area sphere tank end
46 Days Ago
merge from main -> apartment_complex_monument
46 Days Ago
set raid windows on by default
46 Days Ago
Added the Grey Scale volume component and setup all the RRP volumes that needed it
46 Days Ago
remove old model & textures, update icon and guide mesh
46 Days Ago
Seperate tc softcore stuff into its own file
46 Days Ago
fix manifest
46 Days Ago
medium apartment coliision fix so we can get to the locker
46 Days Ago
Apartment lighting layer testers.
46 Days Ago
- Setup raid windows so they transfer UTC time from server -> client and client then resolves properly to their own timezone - Fix 'Raiding Allowed' and 'Raiding Blocked' vital notes from not poping up - Keep track of when the raid window opens via a syncvar on the gamemode entity
46 Days Ago
Optim: skip BeeSwarmMaster.StartDie call if already dying Saves on ActuallyDie invoke and allocation Tests: none, trivial change
46 Days Ago
Cherrypick CS 155224 (elevator deploy NRE)
46 Days Ago
Added softcore gamemode modal, opens when clicking on the softcore tag
46 Days Ago
Optim: avoid repeated invoke scheduling in BeeSwarmAI - SetOnFire gets skipped if bees are already on fire (saves StartDie scheduling) - StartDie gets skipped if bees are already dying (saves Egress scheduling) Tests: none, trivial changes
46 Days Ago
Fix NRE when placing elevator
46 Days Ago
Rename animation specific menu items to be more descriptive. [MenuItem("Tools/Animation/CSV Dump")] -> [MenuItem("Tools/Animation/Dump Animator Controller to CSV")] [MenuItem("Tools/Animation/Hash Debug")] -> [MenuItem("Tools/Animation/Animator String-to-Hash Calculator")] [MenuItem("Tools/Animation/Animator Override Updater")] -> [MenuItem("Tools/Animation/Replace Clip in All Override Controllers")]
46 Days Ago
Bugfix: fix caching of DiveSiteBuoy.updateAction Tests: checked IL
46 Days Ago
Enable radial menu on apartment elevators only
46 Days Ago
Make radial menu for elevators opt-in
46 Days Ago
Layer shifting on large apartment & lighting prefab.
46 Days Ago
Optim: cache Sprinkler.DoSplash invoke Tests: none, trivial change
46 Days Ago
merge from game_room_dlc
46 Days Ago
Metas
46 Days Ago
merge from main
46 Days Ago
Remove MaterialReserialzer script (removes the menu option, script is deprecated)
46 Days Ago
Optim: cache HBHFSensor.UpdatePassthroughAmount invoke Tests: none, trivial change
47 Days Ago
Optim: cache ElectricBattery.TickUsage invoke Tests: none, trivial change
47 Days Ago
Fixed an issue with render pipeline global settings not being set after loading them from resources
47 Days Ago
tanker area sphere tank progress
47 Days Ago
Optim: cache ElectricBattery.AddCharge invoke Tests: none, trivial change
47 Days Ago
Merge from worldposiitongenerator_optim
47 Days Ago
Added the grain volume component and added it to all RRP volumes that needed it
47 Days Ago
Applied lighting prefab WIP to scene.
47 Days Ago
tanker area sphere tank progress
47 Days Ago
Optim: cache CoalingTower.CheckWagonLinedUp invoke Tests: none, trivial change
47 Days Ago
Optim: Cache StrobeLight.SelfDamage invoke Tests: none, trivial change
47 Days Ago
Optim: cache SamSite.WeaponTick invoke Tests: none, trivial change
47 Days Ago
mag drop, shell eject and mag visibitly added for M16a2 vm and 3p anims
47 Days Ago
More optimisations for missions WorldPositionGenerator Remove the uneccessary persistent heap allocations for quadtree element arrays and element->rect lookup. Just store rect arrays directly Only keep in memory rects which we know are within valid bounds for a given set of input values rather than all of them Don't do boundary checks on those rects which have been preprocessed (we already know they are within valid bounds) Remove some garbage allocs from lambda captures in PrecalculatePositions (takes place once at server boot)
47 Days Ago
tweaked draw distances on vent large duct prefabs, were culling too soon
47 Days Ago
New "Blocked by industrial piping" error when building is blocked by an industrial pipe (before it would say blocked by the entity the pipe is connected to, which could be far away) Phrases
47 Days Ago
merge from blocked_by_piping_error
47 Days Ago
apartment complex HLOD+S2P
47 Days Ago
NPC lean animations first pass
47 Days Ago
fixed new fridge prefab not culling
47 Days Ago
tarp draw distance increase bg apartment barricades entity > static mesh prefabs fill hole in terrain near apartment building
47 Days Ago
merge from clan_bugfixes
47 Days Ago
Add UI section in the keybind settings, add clan menu and contacts menu bind options, move crafting menu option to it