250,885 Commits over 3,959 Days - 2.64cph!
Prevent buiilding volume tweaks
Fixed elevators preventing door controller deployment
Fixed parented wires not being updated correctly, for real this time
Script to import crowdin translations to Assets/Bundled/Strings
Automatically import merged Crowdin translations on build
Target returning dummy data if no player outside of zone detected
Fixed a few asset references
Much faster FX decay time
UI reflects entire inventory now. Add USP, fixed bug where all weapons would be active on startup
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4k sks texture sets and materials
added residential door to radtown houses
tweaked valpha on windows bar for a tad more oomph
created a residential hinged door from previous residential building door
Temporarily use batch publisher for "Upload" button in AssetPublishWidget, since it's doing nothing currently
Don't make asset metadata for cloud assets, since we're mounting downloaded cloud stuff first, asset browser tag code is generating fake metadata for all this cloud stuff and causing problems when we're wanting the real metadata
FootShuffle -> MoveRotationSpeed, drive it by actual rotation not desired target angle
CitizenAnimationHelper: FootShuffle becomes more generic MoveRotationSpeed, update docs for what this parameter is doing now
Citizen/animgraph: renamed "move_shuffle" to "move_rotationspeed" & made damping on the feet shuffle nodes more aggressive
Fixed parented wires not being updated when opening/closing the door when wiring
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powerlines ziplines prefab rebuilt
updated textures for legacy crate
Fixed heat haze artifacts on incendiary rocket explosion
fixed cargo ship harbor container displaying further than the others
View package details
Fix local packages not showing detail
Start on Uninstalling, Switching Versions
Cleaner library adding
Fix errors when have no reference to items
Restored a method widely used by plugins
subtract
96396 bradley_scientists_changes until my Unity starts working
Implementing some of QA's first round of feedback on radtown redux
S2P
primitive colliders for generic doors and windows frames
merge from huntingtrophygibs
merge from harbor_crane_ramp_fix
merge from bradley_scientists_changes
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merge from mission_improvements_may_24
merge from storage_adaptor_parent_fix
Leaderboard backup, run #
11298
Set use physical keys back to off, was possibly enabled as part of the 2022 upgrade
Functional motorbike kickstand, some refactoring
Crossbow & legacy bow fire arrow visual upgrades.
Compound bow 3rd/1st fire arrow updates.
Comment out PingEstimator spam
Fire arrow projectile visual revamp
Trimmed the trail renderer from it for performance, since it's covered by smoke trail anyway
Arrow now illuminates a little bit around it mid-flight.
Isolate EffectParent changes to the flamethrowers via a new separatedEffect field, should only be used if animators are causing interference
Fixed flamethrower vms getting strangely offset particle effect spawn positions
Not entirely sure how but they seemed to be getting affected by the parent animator in a negative way, so they now live in a separate hierarchy and I've updated the EffectParent script to handle this situation
Tracking down a very weird NRE that we can't reproduce. Modified SpawnScientist in CH47HelicopterAIController
Fixed water bucket VM fluid sim not working with viewmodel camera
Also did some general cleanup of the fluid sim script
Fixed sleeping bags preventing door controller deployment