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145,759 Commits over 4,444 Days - 1.37cph!

Today
Initial keyboard prefab setup + folder organisation - all very WIP
Today
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Today
Cobalt Statue - Changed text from "Project Immortality" to "Project R.U.S.T." on metal plaque
Today
merge from fix_deepsea_teleport_consistent -> main
small backpack prefab and material setup
Today
Speculative fix for players not consistently being teleported into the deep sea - grab list of players before PreTeleportEntity() so they are guarenteed to have PostTeleportEntity() called if they unparent when going to sleep before transition
Today
Fix elevator not showing the top floor in the radial menu because the top floor doesn't contain itself inside the list of floors
Today
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Today
Update phrases
Today
Change phrase name for apartment breaking in
Today
FlexElements allow negative gaps
Today
Monument info popup baseline
Today
Set display floor number for basement elevator
Today
Set floor display numbers in the apartment elevator shaft
Today
Add support for elevators to override the display value for their floor number - still uses indexes to navigate floors but will show "Floor 3" or "Penthouse"
Today
Ridable horse prefab
Today
Add icons for elevator floors
Today
FPV Goggles - More attempts at getting it to show up (not working) (this is a continuation of the hackweek project)
Today
update apartment_complex_monument/prototype
Today
Update test lists
Today
merge from prototype -> apartment_complex_monument
Today
merge from main -> apartment_complex_monument
Today
merge from lockpick -> apartment_complex_monument/prototype
Today
merge from cannon_mortar_subsystems
Today
Add Play() to child animators, fix mortar desync from spamming, fix animation handle copies never being disposed
Today
Glowing wallpapers - texture updates
Today
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Today
Lighting prefab
Today
merge from fix_server_browser_compression/http_clien -> main
Rename StagedResourceEntityInfo component to StagedDestructionEntityInfo Change serialized collision mesh references on StagedResourceEntity and StagedDestructionEntityInfo stages to arrays so we can swap out multiple colliders between stages Update all existing resource entities so collision meshes are held in the new arrays instead Update collapse blocker to correctly swap out its colliders at each stage
Today
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Today
Update(tests): amend BatchWaterLevels and SerialWaterLevels to support variety of query counts Existing 10k test is a bit unrealistic (even if shows nice improvement) Tests: ran perf tests
Today
Loot ground scatter now has additional checks
Today
Added reverb zones to complex_b and damaged_wing
Yesterday
FPV Goggles - Initial prefab setup, added placeholder model, ran manifest, added localization, mesh not visible on player yet
Yesterday
Switch BannedServers over to the shared HttpClient too (even though it's not frequently called)
Yesterday
Lighting prefab. Exit sign layer shift to stop it from being reflection probed.
Yesterday
SatellitePendingCrashSite prefab fixes
Yesterday
Fix compile error after merge
Yesterday
vending_stats_crash_fix -> main
Yesterday
vending_stats_page_fix -> main
Yesterday
merge from main -> fix_server_browser_compression/http_client
Yesterday
- Remove some test code in for disk - Add using statements
Yesterday
Fix foliage rendering with camera motion blur
Yesterday
apartment complex HLOD and S2P some material saves
Yesterday
Metas doing my head in
Yesterday
placed new decals in core and wing of apartment building
Yesterday
monument blockers -- vent: added second material, added & set up collapse entity, re-exported and renamed all the model parts
Yesterday
Fix the vending stats page from crashing in certain cases. Stats code was double freeing pooled data
Yesterday
Fixed discord signout button showing under the social menu