140,618 Commits over 4,505 Days - 1.30cph!

13 Minutes Ago
fixed minifridge console error that couldn't generate normals for gib part 28 reason? there was no mesh within part 28. re-exported without it.
27 Minutes Ago
merge from texturecompression_pass_aug26
27 Minutes Ago
horse client pooling fixes
29 Minutes Ago
fix catapult loaded ammo pooling bug
32 Minutes Ago
reset heli rotor speed on init
33 Minutes Ago
clear the cached vehicle owner when a seat is pooled
38 Minutes Ago
Tugboat UI assets compression
43 Minutes Ago
Enabled compression and streaming on 18 charm textures
47 Minutes Ago
fix siege weapons not being reset properly
50 Minutes Ago
Fix wheel collider warnings
51 Minutes Ago
main -> character_customisation
55 Minutes Ago
- Disable bonus resource rate gathering on monument blockers. This is not setup for satellite or helicopter debris, can't tell if that was ever deliberate but making it consistent. - Make time to kill on monument blockers when using melee weapons more consistent regardless of whether it's dispensing resources or not - Adjust time to kill rates and resource outputs on all the blockers
56 Minutes Ago
placed the entity flag_toggle onto the prefab mesh parent like the original flashlight setup
58 Minutes Ago
merge from woodarmour_skinnable
59 Minutes Ago
updated workshop source wood armor hat with correct sharp edges version
1 Hour Ago
merge from iconfonts_optims
1 Hour Ago
Auto clean dynamic icon fonts when exiting playmode Increased atlas sized to 1024x1024, was missing some icons
1 Hour Ago
include ao
1 Hour Ago
reset animators
1 Hour Ago
updated new flash light refresh .entity to reference the new model Rotated the flashlight slightly in 3p so that it matches the orientation of the viewmodel so looks more coherent Added entity flag_toggle on the .entity so that it can be turned on/off in 3p resized flashlight ao from 1k->512 renamed flashlight convention to match the new convention
1 Hour Ago
Fix independant navmesh bounds not using the monument bounds, and always being fixed with the default values from AddComponent, fix AIs spawned before an independant navmesh is built being unable to find it
1 Hour Ago
Test with new model
1 Hour Ago
Merge from powerline_power_change
1 Hour Ago
Merge from DeployableFenceGate
1 Hour Ago
Animal fencing alternate implementation.
1 Hour Ago
merge from tutorialmodal_fix
1 Hour Ago
Fix cargo scientists not moving
1 Hour Ago
Fixed tutorial modal size, removed unsused bg asset
1 Hour Ago
fixed pooled strings
1 Hour Ago
restore child transforms too
1 Hour Ago
merge from medical_honey_bandage (again)
1 Hour Ago
Fixed connection modal default description being adasd asdasfad sadg asdgasdg ash asdg sda ghash sa dh asfh asdgh sda h sH SDG ASF H ASFH ASH ASHF SDGSDG SDAG S DAG SAGD ASG AS DG ASDG SADG ASD G SADG ASDG AGSD GSD SAGD ASD in editor 🙃
1 Hour Ago
Fix old scientists trying to steer instead of turning instantly
1 Hour Ago
merge from supermarketceiling_lowobjectquality_fix
1 Hour Ago
merge from medical_honey_bandage
1 Hour Ago
merge from sculpt_admingui_fix/better_panel
1 Hour Ago
Localized the tutorial modal
1 Hour Ago
merge from 3p_hatchet_aiming_anim_fix
1 Hour Ago
Fix honey bandage effects not firing (for real this time)
2 Hours Ago
Unfucked the menu tutorial modal
2 Hours Ago
merge from NettingImpactFX
2 Hours Ago
capture component states in init (needs more testing)
2 Hours Ago
merge from autoturrets_LODcomponent_fix
2 Hours Ago
Fix Scientist2 on Oilrig crouchwalks upstairs at a weird angle
2 Hours Ago
merge from foundation_guide_fix
2 Hours Ago
merge from sunglasses_lens_material_fix
2 Hours Ago
merge from blueberry_med_LOD_fix
2 Hours Ago
merge from minifridge_emissiveleak_fix