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139,942 Commits over 4,383 Days - 1.33cph!

Today
increased culling distance for bandit sentry static
Today
fixed specular values on oilrig leg baked lod mat
Today
S2P all floating cities, to fix a missing material
Today
disabled mesh colliders on fishing nets on the ground at Ferry terminal S2P
Today
Fixing small back pack LODs having incorrect skinning
Today
merge from main
Today
Refactor f1 grenade input handling to not rely on viewmodel events, fixes them not being throwable in third person Should be unchanged for players
Today
Enable Decal layer 0 on atlas_crypt_blend.mat for spray can compatibility
Rin
Yesterday
merge from crypt_skin_fixes
Yesterday
Commit changed metas from NukeDistant merge
Yesterday
Adjust the left side of the krieg backpack holster by 0.06m to better fit some large guns
Yesterday
Hair dye is now calculated with it's own random generation instead of relying on a combination of hair type and index Should distribute hair colours more uniformly
Rin
Yesterday
merge from contact_image_rendering_fix
Yesterday
Gizmo drawer for hole shapes Fit to mesh function Improve inspector GUI Render in editor for easier testing
Yesterday
Added a Clear active property block button to SkeletonSKin, will only appear at runtime
Yesterday
Merge from parent
Yesterday
Fixed end of tutorial cinematic
Yesterday
Better button styling
Yesterday
Fix search entry bp bug
Yesterday
Minor existing orders polish: - Show 'no existing orders' if the vending machine is empty - Ensure deleting individual orders calls the proper method - Clear out the test entry - Remove all button turns on/off depending on the amount of entires - Fix remove all button not properly removing all the sell orders at once
Yesterday
Fix tutorial NPC using cinematic avatar (might need to remove the cine avatar entirely)
Yesterday
Minor polish on sell order creator section: - Clear buttons now work to clear each of the item/cost sections - Sell order button is now disabled if either of the item or cost sections are empty - No longer auto focus on search - instead focus on it when you select a sell or cost item - Empty the search area when you select on a sell or cost item - Minus buttons set themselves as disabled if the amount is == 1
Yesterday
Increase walk speed animation to 1.5 (was 1.2)
Yesterday
- Add a loading overlay to the existing sell orders when anything is pressed - Remove loading overlay after 200 ms (enough to cover most latency cases) - New existing order container - Setup remove all button
Yesterday
Merge from main (no conflicts)
Yesterday
Ensure the vending admin dialog can be closed
Yesterday
- Various cleanup - Name changes - Remove a bunch of debugging crap
Yesterday
- Ensure Remove All existing orders button is not a toggle - Hooked up item search entry - Properly linked up selection slot buttons
Yesterday
- Fixed a bunch of NREs - Fix sell order creator amount boxes screwing the text when modifying the amounts (no need to allow change alignment)
Yesterday
Mortar explosion. HDR tweak on explosion small for tonemap tweak.
Yesterday
Fixed loop issue on small explosion.
Yesterday
Attack prefab setup. Embedded on deployed like the cannon atm.
Yesterday
More tuning. Backup.
Yesterday
Mortar WIP.
Yesterday
merge from nuke_distant
2 Days Ago
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2 Days Ago
merge from main
2 Days Ago
merge from new_achievements_apr26
2 Days Ago
Fix BasePlayer.OnDied NRE
2 Days Ago
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3 Days Ago
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3 Days Ago
FX stuff
3 Days Ago
Run codegen
3 Days Ago
Merge from main
3 Days Ago
Taking ownership of pooled paths in SetPath is wrong, many callers store and reuse their own path instance between calls, so a path instance could end up having two owners that overwrite each other. To reduce surface area for bugs paths will not be pooled for now, and SetPath will copy into its own buffer not take ownership.
3 Days Ago
Display independant navmeshes with recast.draw
3 Days Ago
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3 Days Ago
update apartment_complex_monument/prototype