142,033 Commits over 4,383 Days - 1.35cph!

Merge from main
- Fix sibling index issue when moving existing orders around - Set cost and sell amount input to 0 when clearing
Today
Fix terrain.geometryclipmaps not persisting properly
Today
Get Unity to shut up about CBuffer setup (Rust/Standard)
Today
Fix empty tooltip for prototype cost. Set it to something useful while I'm at it.
Today
merge from fix_forceaddtoteam
Today
Fix another edge case with forceaddtoteam causing errors
Today
Merge from main
Merge from viewmodel_early_disable_fix
Merge from main
Today
3p mace deploy anim edited to match viewmodel
Today
Swapped out cannon gibs for mortar
Today
added MLRS bare (modding)
Today
Picking up mortar gives back mortar.item instead of cannon.item
Today
Fixed an issue with toggling shadow caching that would cause lights to attempt to use shadow caching when they weren't in the active lights list
Today
bulky sofa mesh col
Today
fix for l shaped sofa not culling
Today
Wood shutters lods and prefab setup
Fixed LODs on female bone armour
Today
updated furniture in apartment prefabs - we're missing more kitchen cabinetry and cookers/sinks at the minute
Yesterday
air raid sfx
Yesterday
Fixed player heads not appearing on small hunting trophy
Yesterday
Create a crude oil producer prefab, deposits oil into a LiquidContainer Added support to modular car fuel module to carry crude Crude oil will be pushed from the producer into the tanker via fluid IO
Yesterday
Fixes FIxed car tyres throwing an NRE if they are spawned as part of a scene
Yesterday
Add option for Water Catchers to skip the sky physics check Create a new static water catcher with a custom production rate that doesn't require sky visibility Move water catcher collection updates out of Invokes and into a work queue (they are only every 60s but Invokes won't scale once we add a lot more around the map)
Yesterday
Fix pooling error where LODComponent was calling Refresh() before the GameObject was enabled & parenting was finished causing it to pull a LOD cell at 0,0,0 instead of the LOD cell at it's world position - fixes codelocks attached to chests being invisible when pausing dynamic occlusion is enabled (because it would only refresh it's LOD cell when it was considered dynamic)
Yesterday
Added ability to reorder existing sell orders by clicking and dragging it up/down
Yesterday
- More animations - More tooltips - FIxed spacing on existing sell order components - Boxes are integer only where needed - Spotlight
Yesterday
- Fixed search bar styling issues - More minor polish (some anims)
Yesterday
Yesterday
Light dye sets
Yesterday
Merge shaderlib fix from x86-64 * We will need this change here eventually anyway Block setinfo concommand Try to prevent infinite loops in model animation code Apply "boing" jigglebone fix from TF2 SDK PRs * Fixes some models becoming invisible due to jigglebones * ValveSoftware/source-sdk-2013/pull/1721 Fix crash with dropship at entity limit w/ strider container
Yesterday
Part2
Yesterday
Part 3
Yesterday
Apartment complex b LODs/baked LOds/prefab setup and colliders
Yesterday
More beard setup
Yesterday
Fixed players being able to access TC through the vending machine
Yesterday
merge from main -> fix_dynamic_occlusion_pausing
Yesterday
merge from fix_hover_loot_attachments -> main
Yesterday
merge from fix_privaddfriend_vis
Yesterday
add usedistance range check
Yesterday
Fix hover looting multiple attachments inside a gun only moving the first one because it was toggling all item info panels which cancelled the other pending loot actions
Yesterday
merge from main
Yesterday
Short beard setup wip
Yesterday
merge from workshop_emission_intensity
Yesterday
Add ColourEx method for getting HDR intensity of a colour. Fix Workshop resetting HDR intensity, add back HDR after colour picker(s)
Yesterday
merge from fix_cui_drabble_nre -> main
Yesterday
Merge PR #83 to fix draggable UI causing NRE on panels that can be disabled
Yesterday
updated mortar animation idle pose
Yesterday
merge from fix_forceaddtoteam -> main