129,761 Commits over 4,201 Days - 1.29cph!

Yesterday
Remove leftover debugging logs and restore debug commented out code.
Yesterday
Lower abandoned cabins puzzle reset radius from 30m -> 20m (same as build block zone) to prevent sleepers getting killed inside their base
Yesterday
merge fix_tab_issues
Yesterday
Fix auto correct not working when chaining commands, fix extra tabs getting added when selecting an autocomplete button.
Yesterday
Add fail animation hook for fail throwing flares from helis
Yesterday
Pants LODs - Male/Female
Yesterday
flare viewmodel - 1st pass fail anim and animator setup
Yesterday
merge from terrain_potato_disable
Yesterday
building_planner_viewmodel -> main
Yesterday
Added a mask for the dlc tab
Yesterday
PTBoat 50cal turret and loot storage sound changes
Yesterday
Fix not being able to tab between 2 last opened tabs in the dev console after the recent changes
Yesterday
Fixed owned Steam dlc not being added to the owned items dict
Yesterday
merge from helicopter_flare_balance_pass -> main
Yesterday
codegen + protobufs after merge conflict resolution
Yesterday
merge from main
Yesterday
Manifest
Yesterday
Compile fix, codegen
Yesterday
change flare entity proto enum to dodge naval update conflicts
Yesterday
Adding sitting v4 anims
Yesterday
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Yesterday
Moved storage adaptor protobuf to 217 209 to 216 is reserved for naval_update Codegen
Yesterday
merge from main
Yesterday
code clean up, fix change for dropping grenades
Yesterday
Tactical Gloves LODs
Yesterday
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Yesterday
Two WIP behaviours that need unifying, beginning to fix unbeaching forces as well as implementing a MaxVelocity modifier in shallow water - both are querying shore vector and water depth information from the same points, we should do this in one place and - need to fix querying water depth as we don't have height info in the deep sea and it breaks it, don't want to do raycasts so we need to blit this in as well really
Yesterday
change position of flare FX, add flare ready/dryfire sounds for mini and scrappie
Yesterday
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Yesterday
Hoodie LODs - Female
Yesterday
Syringe animation updates
Yesterday
Hoodie LODs - Male
Yesterday
Merge: from save_viewer_extras - Save viewer can now filter for mobile(Sync Position) prefabs - It can also aggregate by prefab Tests: opened a save from the playtest
Yesterday
Update(editor): SaveViewer - adjust what we display if we're in aggregate mode or not Shows count in aggregate mode, otherwise shows ID and Parent ID Tests: opened a save from playtest
Yesterday
Switch ai.npcBarksEnabled to a replicated var to fix client compile for now.
Yesterday
merge from deep_sea
Yesterday
Update(editor): SaveViewer - sort aggregates in descending order by default Tests: viewed a save in aggregate mode
Yesterday
merge from boat_building
Yesterday
Update(editor): SaveViewer - add toggle to aggregate by prefab Tests: inspected aggregated entities from playtest save
Yesterday
Floor frame fixes
Yesterday
Fix scientists rushing when grenade throw fails
Yesterday
Remove the animation on build
Yesterday
tweaked guide material settings for enhanced readability of geometric details
Yesterday
changed RPG7 name to RPG Launcher in engine file
Yesterday
Fixed portal backing colliders being rotated the wrong way, they were not using the portal rotation Renamed some stuff to avoid confusion
Yesterday
Eye following view (if you want it)
Yesterday
New scientists used to sprint into cover when out of bullets, now they'll slowly walk for 1s before sprinting to give a larger window of opportunity to players