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137,804 Commits over 4,474 Days - 1.28cph!

Today
Merge from playermaintainedmonuments
Rin
Today
merge from water_wheel_gibs
Today
Unsaved changes to animator
Today
Add master key to icon generator manifest Update master key icon
Today
Update manifest
Today
Animation code hooked up for master key - uses a custom AnimationSubSystem before we figure out how to simplify it to the OverrideAnimationSubSystem
Today
Merge from main
Today
Add dev only terrain depth prepass convar for testing
Today
Stop terrain hole mask sampling when no terrain holes are registered Split TerrainHoleRenderer into TerrainHoleCamera for per camera textures Fix inconsistent terrain queue order across subshaders
Today
Fixes after converting ItemManager.Items static -> instance
Today
Switch ItemManager.Items from a static class to a instance - fixes it not being reset by ResetStaticFields (and this being the easier way to do so) - add master key item too
Make the balls drop into the pockets rather than instantly teleporting
Fixed laggy left/right movement in the pool mountable
Fix having to re-rack a pool table to make the balls reappear
Today
merge from main -> masterkey
Today
Fixed loot satellite clan event
Today
Setup pool components on modular vehicles too
Today
master key sounds
Yesterday
Setup pooling on all seats
Yesterday
Keep the dialog window open right up until you dismount Stop left/right doing anything whilst frozen on the table
Yesterday
merge from water_treatment_plant_maintainables
Yesterday
Pool smaller vehicles
Yesterday
Waterpipes now avoid monuments when trying to place, by checking against 2x Bounds, so they won't be inside preventBuilding zones Increased spawning of waterpipes to compensate for no monument ones, made more consistent: 50+30dither -> 25+10dither Fix watercatcher flag conflict added convar that prints how many water catchers are registered to the WTP broadcaster "watertreatmentswitchbroadcast.get_num_listeners"
Yesterday
Poolable: siege weapons
Yesterday
Merge from PlayerMaintainedMonuments
Yesterday
Merge from PlayerMaintainedMonuments/powergrid
Yesterday
Add poolable component to kayak/bike/rowboat/horse
Yesterday
Merge from main
Yesterday
Merge from PlayerMaintainedMonuments
Yesterday
Merge from powergrid_demo_fix
Yesterday
Codegen, compile fix
Yesterday
Code audio changes for fuse audio state
Yesterday
Add 'demo.forcepowergridstage' convar to force a particular powergrid stage during demo playback Fix some issues with PowergridToggle component
Yesterday
merge from main
Yesterday
Merge from PlayerMaintainedMonuments/water_tank_spinner_audio
Yesterday
Finalized WTP conditional lighting & fx.
Yesterday
Fixed water tank sounds playing multiple times
Yesterday
merge from sculptures
Yesterday
Potted pool balls fall into the basket under the table and can be physically seen (resues the models used for normal game time)
Yesterday
juggled new tool icons a bit
Yesterday
merge from clipcurve
Yesterday
cleanup, also added a sculpture-up aligned placement for carving/additive modes when duck is held the shapes align with the pedestal
Yesterday
reset siege vehicles, train car, sub
Yesterday
Added new sounds to the fuse boxes :electric_plug:
Yesterday
WTP Conditional lighting WIP.
Yesterday
Reset snowmobile, tugboat, horse, rowboat, bike
Yesterday
Reset modular vehicles too
Yesterday
Reset state on vehicles