140,927 Commits over 4,505 Days - 1.30cph!

Yesterday
Yesterday
merge from main -> fix_threaded_logs
Yesterday
Bridge greyboxes
Yesterday
Small vendor rooms added + vendor NPC setup (just testing idea)
Yesterday
Remove hold to place
Yesterday
Fence gate tweaks
Yesterday
adjusted minifridge.deployed prefab gibbable settings
Yesterday
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.
Yesterday
merge from texturecompression_pass_aug26
Yesterday
horse client pooling fixes
Yesterday
fix catapult loaded ammo pooling bug
Yesterday
reset heli rotor speed on init
Yesterday
clear the cached vehicle owner when a seat is pooled
Yesterday
Tugboat UI assets compression
Yesterday
Enabled compression and streaming on 18 charm textures
2 Days Ago
fix siege weapons not being reset properly
2 Days Ago
Fix wheel collider warnings
2 Days Ago
main -> character_customisation
2 Days 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
2 Days Ago
placed the entity flag_toggle onto the prefab mesh parent like the original flashlight setup
2 Days Ago
merge from woodarmour_skinnable
2 Days Ago
updated workshop source wood armor hat with correct sharp edges version
2 Days Ago
merge from iconfonts_optims
2 Days Ago
Auto clean dynamic icon fonts when exiting playmode Increased atlas sized to 1024x1024, was missing some icons
2 Days Ago
include ao
2 Days Ago
reset animators
2 Days 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
2 Days 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
2 Days Ago
Test with new model
2 Days Ago
Merge from powerline_power_change
2 Days Ago
Merge from DeployableFenceGate
2 Days Ago
Animal fencing alternate implementation.
2 Days Ago
merge from tutorialmodal_fix
2 Days Ago
Fix cargo scientists not moving
2 Days Ago
Fixed tutorial modal size, removed unsused bg asset
2 Days Ago
fixed pooled strings
2 Days Ago
restore child transforms too
2 Days Ago
merge from medical_honey_bandage (again)
2 Days 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 🙃
2 Days Ago
Fix old scientists trying to steer instead of turning instantly
2 Days Ago
merge from supermarketceiling_lowobjectquality_fix
2 Days Ago
merge from medical_honey_bandage
2 Days Ago
merge from sculpt_admingui_fix/better_panel
2 Days Ago
Localized the tutorial modal
2 Days Ago
merge from 3p_hatchet_aiming_anim_fix
2 Days Ago
Fix honey bandage effects not firing (for real this time)
2 Days Ago
Unfucked the menu tutorial modal
2 Days Ago
merge from NettingImpactFX