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Just Now
Merge from 53678 (ScreenshotChanges)
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17 Minutes Ago
Rename canoe to kayak and oar to paddle Reorganized relevant directories Can now Left/Right paddle with lmb/rmb (using wasd still works)
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1 Hour Ago
Add check for IsDestroyed in all WantsSplash implementations
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6 Hours Ago
Merge from flare_optimizations
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6 Hours Ago
Merge from main
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6 Hours Ago
Fixed issues with initial LOD when spawning and with handling OnParentDestroying
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Today
ch47 departure fix
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Today
Merge from flare_optimizations
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Today
Fixed issue causing NRE
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Today
Mertge from unity_2019.4
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Today
Merge from main
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Today
Fishing villages dressing backup Wooden building color material variants
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Today
2019.4.7f1
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Today
Merge from TMP_Text update optimisation
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Today
Merge from main
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Today
Revert ProjectSettings changes
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Today
Merge from memory
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Today
Unsaved
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Today
Code review: Use prefab resource id instead of calling StringPool
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Today
Bypass prefab preprocess for EngineUI, GameUI, and MenuUI because they're client only anyway
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Today
Merge from main
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Today
merge from flare_optimisations
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Today
Merge from main
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Today
Run scene 2 prefab on compound and excavator
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Today
cherrypicking 53684
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Today
Code review: Change PushLiquid in LiquidContainer to CheckPushLiquid Null check time cached values Use IsValid check where possible (and in IOEntity) Ensure push targets don't get double added Better sprinkler splash randomisation
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Today
Fixed merge conflicts for helicopter prefabs
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Today
merge from /FixCarConditionalNRE
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Today
Fixes & S2P
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Today
Filled vats use translucency shading + adjusted FX for it
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Today
Merge from main
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Today
Restore the missing flash and sound effect on the instant camera
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Today
Cloning vats & effects
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Today
Large size (F9) screenshots no longer need to disable image effects, and support depth-of-field.
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Today
Merge from gib_pool/merge
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Today
Merge fixes for gib velocity
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Today
Merge WIP
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Today
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Today
Lowered canoe drag
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Today
Don't allow throwing the oar while on a canoe Hooked up pushing logic for canoe Clamp view angles while mounted
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Merge from main
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Today
Don't gib damaged modules on initial load when added to a vehicle
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Today
Lantern fix again Scene changes apparently
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Today
Disabled texture compression on a few LUT textures
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Today
Fix compass texture clamping instead of wrapping
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Today
Oar crafting costs, throwable setup
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Yesterday
Added a gametip for when a player tries to paddle without holding an oar Added an option for VehicleSeats to forward their client input to the vehicle parent
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Yesterday
Gib hookup, reduce canoe health, fix push priority
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Yesterday
DoPrepare on all vehicle modules
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Yesterday
Refresh all car module conditionals
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Yesterday
Run the sound and texture import analyzers
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Yesterday
Grab the import analyzers one more (final?) time
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Yesterday
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Yesterday
Re-enable monument bundle unloading
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Yesterday
Possible NRE fix
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Yesterday
Update storage monitor to use the parent storage container
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2 Days Ago
Subtract unity 2020
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2 Days Ago
Merge from main
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2 Days Ago
Add a build config for master
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2 Days Ago
Merge from main
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2 Days Ago
Make the storage monitor deploy to a slot Allow deploying the storage monitor onto the tool cupboard (will need to do other boxes later)
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3 Days Ago
Nixed some deprecated scripts.
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3 Days Ago
Miltun: Various bug fixes and iterations. Converted env FX. Scene2Prefab.
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3 Days Ago
wooden buildings and fishing village scenes - end of week backup
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4 Days Ago
cherrypicking 53618 53624 53640 53641
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4 Days Ago
canoe Canoe gibs mesh.
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4 Days Ago
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4 Days Ago
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4 Days Ago
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4 Days Ago
Fixed two cases where roof eaves conditional models would not show even though they should, resulting in gaps (server side fix)
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4 Days Ago
merge from ddraw_init_optimization
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4 Days Ago
phrases
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4 Days Ago
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4 Days Ago
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4 Days Ago
Fixed growable entities updating their quality twice when consuming water
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4 Days Ago
F9 screenshot button now sets branding convar back to what it was, rather than always enabling it
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4 Days Ago
Added support for multiple colliders per gib (useful for primitives), and updated server gibs to allow for primitive colliders as well.
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4 Days Ago
Backup + merge
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4 Days Ago
Add support for gibs to use the colliders they have on their original prefab, including primitive collider types. The physics material is now also assigned, plus a small amount of drag.
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4 Days Ago
Liquid Containers will now automatically evenly distribute their water between up to 3 connected liquid containers Liquid Containers now cache the targets for pushing water instead of calculating/traversing the IO system every time they push water
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4 Days Ago
Reworked military tunnels for new style interior volumes
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4 Days Ago
more RHIB collider tweak
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4 Days Ago
Tweaked RHIB collider
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4 Days Ago
Merge from main
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4 Days Ago
Subtract 53586 (already getting pooled on a different branch)
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4 Days Ago
Merge from Main -> GeneralBugFixes
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4 Days Ago
~manual skin approval
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4 Days Ago
Updated scrap tea item descriptions, changed bonus scrap spawn pos.
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4 Days Ago
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4 Days Ago
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4 Days Ago
Cleanup
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4 Days Ago
FlasherLight / SimpleLight pooling fixes
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4 Days Ago
FluidSwitch pooling fixes
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5 Days Ago
Disable a buff debug.log
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5 Days Ago
wooden buildings progress backup
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5 Days Ago
ElectricalHeater pooling fixes
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5 Days Ago
PoweredWaterPurifier pooling fixes
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5 Days Ago
EntityFlag_Toggle pooling fixes
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5 Days Ago
Fixed duplicate poolable component on powered water purifier
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5 Days Ago
PowerCounter pooling fixes
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