146,180 Commits over 4,444 Days - 1.37cph!

7 Minutes Ago
Ponytail/Bun conditionals setup
15 Minutes Ago
Ponytail/Bun setup
16 Minutes Ago
merge from hackweek_map_incomplete_dl_fix
17 Minutes Ago
merge from nvidia_reflex_support_check_fix
17 Minutes Ago
merge from static_instruments_offset_fix take source on floating city prefabs
28 Minutes Ago
Loot spawn gen: bdu pants m16
33 Minutes Ago
Fixed torch using the industrial torch attack sound
39 Minutes Ago
fixed supply drop ballistic era
51 Minutes Ago
merge from wiretool_cave_fix
51 Minutes Ago
Reduced the amount of network override volume added on 152989, for performance reasons S2P cave_small_hard and cave_large_sewers_hard
1 Hour Ago
Lots of boilerplate for shop renting system Expose a scrap cost per real time hour and initial fee for opening a shop Require initial fee and 24 hours of rent to open the store Deduct rent each hour, evict owner if can't make rent Rent is stored in VM storage, so successful sales will extend tenancy Added RentableShop.ProcessRentTick convar that makes all shops pay rent straight away
2 Hours Ago
Merge from main
3 Hours Ago
Automatically add geoclip component when switching terrain renderer enum in editor
4 Hours Ago
Merge from main
4 Hours Ago
Merge from PlayerRigUpdate2
5 Hours Ago
Merge from ballistic_helmet_weight_fix
Today
S2P all floating cities, fixes missing mannequin meshes
Today
Remove unused override
Today
Merge from industrial_dlc
Today
Fixed industrial torch anims not applied to sub systems
Today
Merge from main
Today
Merge from parent
Today
Merge from main
Today
Merge from mortar_prototype (fixes mortar animations)
Today
Fix editor only NRE when playing first person sounds
Today
Merge from main
Today
Fix
Today
Fixed ProjectileModPartVisibility disabling unrelated VM's on deploy Removed viewmodel string based lookup, now requires the same component on the VM with direct references (string lookup will return the root transform if no match was found, so the whole VM was being disabled)
Today
Fix static xylophone and drumkit being offset in monuments after they were converted to prefab variants in 142496 and 142494 Manually restore their old positions in Music_Stage and Casino Barge prefabs S2P Outpost + Floating Cities
Today
exported updated 3p jump and jump midair anims
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Yesterday
Fixed old bug where the desert military base `desert_dwelling_single_j` (the big silo) could have another dwelling spawn inside of it after server restart. Added a simple box collider at the anchor point where spawn checks were made. Tested in editor
Yesterday
Lazy create the IOCircuitSystem when registering the first io entity Converted computer station, digital clock and command block
Yesterday
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2 Days Ago
merge from main
2 Days Ago
change industrial auto turret inventory handling sound
2 Days Ago
deploy/open/close sounds for industrial storage and furnaces
2 Days Ago
industrial auto turret sounds
2 Days Ago
morph cache add dye sets to hair sets
2 Days Ago
conditional hair setup (pointing to midlength meshes for now)
2 Days Ago
add to hair sets
2 Days Ago
Fixed missing skeletonskins
2 Days Ago
merge from crew_cut_setup (to avoid hair set conflicts)
2 Days Ago
shadow lods
2 Days Ago
rough dye set pass
2 Days Ago
Female conditional meshes
2 Days Ago
Cobalt Statue - Added latest progress on the mesh and prefab, which includes the fully UV'd and textured pedestal with its corresponding materials.
2 Days Ago
Conditional meshes
2 Days Ago
Updated render meshes on prefab
2 Days Ago
Ponytail cleanup