141,814 Commits over 4,383 Days - 1.35cph!

Rin
15 Minutes Ago
merge from cave_large_medium_ladder_fix
Rin
16 Minutes Ago
merge from wire_pooling_fix
21 Minutes Ago
Merge from workbench_ugprades
31 Minutes Ago
Rentable Shop F - LODs, shutter LODs, collision, proper prefab setup
32 Minutes Ago
Merge from main
44 Minutes Ago
Adding unity install step for each pipeline
50 Minutes Ago
codegen
57 Minutes Ago
merge from main
1 Hour Ago
Merge: from remove_netgroup_prealloc - Optim: NetGroup objects are now lazy allocated, saves 150MB Tests: ran unit tests, ran around on craggy
1 Hour Ago
Update: cleanup ClientVisibilityProvider when disconnecting from the server Tests: disconencted from local server
1 Hour Ago
Removed a ladder trigger that was blocking the way up in cave_large_medium - was missing trigger enable
3 Hours Ago
WIP fix for mounting players to small trophy Fix NRE, still not appearing though
4 Hours Ago
Merge: from main
4 Hours Ago
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6 Hours Ago
Cinematic particle mode sets EffectRecycle play mode to looping Don't modify loop state on particle effect
6 Hours Ago
Cleanup, fixed some duplicated stuff from the shelves work
Today
Add blending between aimdir pitch and reload animation.
Today
Fixed some redirects
Today
Fix mortar controller transitions not having any conditions
Today
Added skinnable assets for half height and single height shelves to support future spraycan functionality Can't test right now as there's only one version of those entities
Today
Merge from main
Today
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Today
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Today
Setup fire effect properly, add effect recycle to muzzle fire fx
Today
Animate mortar during loading, disable the animator outside of loading.
Attempted fix for 'A session is already active.' EAC error
Today
Fixed another case where unequipping a mobile phone mid-call would prevent interactions server side
boatai_los_swapfix -> main
- Add a timer based LOS grace period to PlayerTarget acquisition, if LOS has been broken for longer than 10 seconds then drop the target. - Don't LOS to just the main body of the player (to prevent cheese)
main -> vendingmachine_ui_refresh
- Minor polish
Missed files
Can now make fulll vending order with drag/drop
Today
Clamp swimming anim state based on walk movement swimming status rather than querying water factor separately
Average male head model/prefab/skin set Short scruffy beard models/lods/textures/prefabs (not accessible yet)
Today
Fix ItemContainer.Take() leaking items when a null list is passed in - used when taking items from a container but not keeping them (like crafting)
Fix virtual icon dragging not working
Today
merge from deepseamarkers_mlrs_fix
Today
Fixed deep sea portal marker masking issues with MLRS's map
Today
Merge from main (no conflicts)
Today
Static prop lantern consistency. Red spotlights on Excavator fixes.
Today
These too.
Today
Missed some files.
Today
Monument fixes.
Add drag support to the fake slot and inventory system (not working properly yet)
- Create a fake inventory system in the vending admin dialog to show off all of the vending machines inventory - Add light and dark colouring to each of the search entries - Add emoji support to the shop name - Restyled emoji window to fit in with the new theming
Today
Fix drive system not working fully in TTT