147,337 Commits over 4,444 Days - 1.38cph!

Yesterday
Fixed PlayerStartVoice not running for local player * Fixed local player volume being NaN for a split second when starting to talk Make mxSlider respect the tick count under modern v6 windows styles Make util.KeyValuesToTablePreserveOrder's all 0 keys check work like intended * make it only apply key replacement when ALL the keys are 0s, not just some keys. Maybe should delete this code entirely though? Remove trailing newline from certain disconnect messages Fix weapon_pistol prediction errors * its weird how it only happens on dedicated servers, but ANYWAY, fixed now. Mark some NPC related debug commands as cheats for consistency * Also fixes a crash with `ai_test_los` Fix 64bit -tools
Yesterday
merge from main -> optimize_train_track_meshes
Yesterday
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Yesterday
Merge from findobjectsoftype_replace
Yesterday
Merge from main
Yesterday
Lighting WIP. Tweaked gloss on tiles_A down a bit for lighting purposes.
Yesterday
Charm picker UI wip
Yesterday
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Yesterday
merge from apartment_complex_monument/prototype -> apartment_complex_monument
Yesterday
merge from apartment_complex_monument -> apartment_complex_monument/prototype
Yesterday
merge from main
Yesterday
merge apartment_complex_monument/prototype/mailbox
Yesterday
Ok finally fix slide 3 being positioned wrong RotateOnFlag was setting position so it could slide out but didnt have the 0.01m offset for slide 3 configured
Yesterday
gamesroom minifridge; - greybox model updated - updated prefab item reference for repair and pickup
Yesterday
protocol_update -> main
Yesterday
Protocol++
Yesterday
Glass AR - adjusted WIP viewmodel position for testing
Yesterday
Merge from main
Yesterday
Merge from setflag_change
Yesterday
Swap all mailbox props with the entity mailboxes and assign the room numbers to them
Yesterday
Show P1 instead of PH1 on the mailbox so all mailbox codes are 2 characters
Yesterday
Adjust text position of the 3rd slide because the mesh is slightly offset
Yesterday
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Yesterday
Merge from main
Yesterday
Add mailbox slide entities to manifest
Yesterday
bunny hat uses cap deformhair
Yesterday
merge from rhib_cargo_fixes
Yesterday
Bare bulbs.
Yesterday
Debug: add a bit of logging to track down why fuzzy Pool can spill aggressively - added a couple temporary perf tests to stress test it Tests: botted into Playground, ran my temp tests
Yesterday
shift the RHIB's COM down for a short time after releasing from cargo so its launch is more stable
Yesterday
Make each slide in the mailbox it's own entity with correct mesh
Yesterday
Bring usages of obsolete SetFlag back to 0 after merge
Yesterday
Merge: from main
Yesterday
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Yesterday
Push starting targeting radius out of its own monument bounds.
2 Days Ago
naming updates for 3p inventory idles
2 Days Ago
Updated inventory idle anims so they are on the new player update rig
2 Days Ago
Glass AR - updated viewmodel FBX for rigging
2 Days Ago
Remove duplicate line
2 Days Ago
Fix deploy guide not rendering when in a map without water
2 Days Ago
Skin bundle update (fixes several skin icons not being loaded from the bundles)
2 Days Ago
Temporarily make the control computer a monument so I can test stuff. Also bake the monument topology for computer when in editor mode and we have the monument script.
2 Days Ago
merge from main
2 Days Ago
- More involved 'needs compatability' check - Only show popup provided compatability is previously turned off