121,051 Commits over 4,018 Days - 1.26cph!
[D11] [Audio] Stop hitNotify for flamethrower
[d11][Audio] Slight tweak to scuba gear.
[D11] [Audio] Stop hitNotify for flamethrower
Added streamer mode to options menu
[D11] [Audio] Fix quick crafting pie menu audio
[D11] [Audio] Fix quick crafting pie menu audio
[D11][#2302] Skip attack animation if receiving reload animation
Skin.ReadDefaults NRE fix
Merge from unloadprefabs_2
Scene backup.
Better IES.
Radtown light fixtures.
Calibration texture.
File organization.
Forced world serialization rebuild to refresh world file on clients that joined a new server and servers that wiped today
Scene2Prefab on swamps to fix checksum mismatch (Plastic subtract fuckup?)
Forced world serialization rebuild to refresh world file on clients that joined a new server and servers that wiped today
skin approval
LookRotation fix
[D11][#2287] changed top tier steps to be in line with other steps so that highlight will work
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[D11][UI] Changed canvas scaling mode on hud and inventory
[D11][UI] Further adjustments to item condition bar. Fixed for special action using config A's input with hold actions when in config B
use same settings on xb1s as xb1 base
[D11] DTLS unencrypted network API fix for PS4 kit not connecting.
[D11] [Audio] Fix server error
[D11] [Audio] Fix server error
[D11][#2329] fix held item occasionally not deploying when picking up
[d11][Audio] Some volume tweaks for the Radial menu. Paul's silence fix left intact.
[D11] [Audio] Fix server compile error
[D11] [Audio] Fix server compile error
[d11][Audio] Tweaks to server sub tab sounds
[D11] [Audio] Adds in FE ambience
[D11] [Audio] Adds in FE ambience
[D11] [UI] Updated Piemenu cosmetic
updated prefab links in world_revamp scene
specular term value tweak to shader
cliffs LODs and Collider meshes
[D11][UI][#2323] Increased boarder around durability bars
Disabled GraphicsRaycaster component on ChippyGame (perf)
[D11] [Audio] Fixes frontend music leaking into game after looping.
[D11] [Audio] Fix frontend music leaking into game after looping.
Make EntityTimedDestroy server only and added some asserts to try and trap these calls to Kill that are happening on the client