140,622 Commits over 4,505 Days - 1.30cph!

14 Minutes Ago
Small vendor rooms added + vendor NPC setup (just testing idea)
25 Minutes Ago
Remove hold to place
29 Minutes Ago
Fence gate tweaks
31 Minutes Ago
adjusted minifridge.deployed prefab gibbable settings
34 Minutes Ago
fixed minifridge console error that couldn't generate normals for gib part 28 reason? there was no mesh within part 28. re-exported without it.
47 Minutes Ago
merge from texturecompression_pass_aug26
48 Minutes Ago
horse client pooling fixes
50 Minutes Ago
fix catapult loaded ammo pooling bug
53 Minutes Ago
reset heli rotor speed on init
54 Minutes Ago
clear the cached vehicle owner when a seat is pooled
59 Minutes Ago
Tugboat UI assets compression
1 Hour Ago
Enabled compression and streaming on 18 charm textures
1 Hour Ago
fix siege weapons not being reset properly
1 Hour Ago
Fix wheel collider warnings
1 Hour Ago
main -> character_customisation
1 Hour Ago
- Disable bonus resource rate gathering on monument blockers. This is not setup for satellite or helicopter debris, can't tell if that was ever deliberate but making it consistent. - Make time to kill on monument blockers when using melee weapons more consistent regardless of whether it's dispensing resources or not - Adjust time to kill rates and resource outputs on all the blockers
1 Hour Ago
placed the entity flag_toggle onto the prefab mesh parent like the original flashlight setup
1 Hour Ago
merge from woodarmour_skinnable
1 Hour Ago
updated workshop source wood armor hat with correct sharp edges version
1 Hour Ago
merge from iconfonts_optims
1 Hour Ago
Auto clean dynamic icon fonts when exiting playmode Increased atlas sized to 1024x1024, was missing some icons
1 Hour Ago
include ao
1 Hour Ago
reset animators
1 Hour Ago
updated new flash light refresh .entity to reference the new model Rotated the flashlight slightly in 3p so that it matches the orientation of the viewmodel so looks more coherent Added entity flag_toggle on the .entity so that it can be turned on/off in 3p resized flashlight ao from 1k->512 renamed flashlight convention to match the new convention
1 Hour Ago
Fix independant navmesh bounds not using the monument bounds, and always being fixed with the default values from AddComponent, fix AIs spawned before an independant navmesh is built being unable to find it
1 Hour Ago
Test with new model
1 Hour Ago
Merge from powerline_power_change
1 Hour Ago
Merge from DeployableFenceGate
1 Hour Ago
Animal fencing alternate implementation.
2 Hours Ago
merge from tutorialmodal_fix
2 Hours Ago
Fix cargo scientists not moving
2 Hours Ago
Fixed tutorial modal size, removed unsused bg asset
2 Hours Ago
fixed pooled strings
2 Hours Ago
restore child transforms too
2 Hours Ago
merge from medical_honey_bandage (again)
2 Hours Ago
Fixed connection modal default description being adasd asdasfad sadg asdgasdg ash asdg sda ghash sa dh asfh asdgh sda h sH SDG ASF H ASFH ASH ASHF SDGSDG SDAG S DAG SAGD ASG AS DG ASDG SADG ASD G SADG ASDG AGSD GSD SAGD ASD in editor 🙃
2 Hours Ago
Fix old scientists trying to steer instead of turning instantly
2 Hours Ago
merge from supermarketceiling_lowobjectquality_fix
2 Hours Ago
merge from medical_honey_bandage
2 Hours Ago
merge from sculpt_admingui_fix/better_panel
2 Hours Ago
Localized the tutorial modal
2 Hours Ago
merge from 3p_hatchet_aiming_anim_fix
2 Hours Ago
Fix honey bandage effects not firing (for real this time)
2 Hours Ago
Unfucked the menu tutorial modal
2 Hours Ago
merge from NettingImpactFX
2 Hours Ago
capture component states in init (needs more testing)
2 Hours Ago
merge from autoturrets_LODcomponent_fix
2 Hours Ago
Fix Scientist2 on Oilrig crouchwalks upstairs at a weird angle