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155,646 Commits over 4,566 Days - 1.42cph!

22 Minutes Ago
Comment out clouds debug log
29 Minutes Ago
Merge from main
32 Minutes Ago
Refraction viewmodel particles fix
1 Hour Ago
Increased bread/brioche dung boost time from 2/2 minutes to 6/10 (they were already much less effective on the new dung timescales) Modified animal eating behaviour - they will now prioritise the trough if there is food in there that gives them a boost
1 Hour Ago
Fix depth not being cleared correctly during hole pass
1 Hour Ago
Reduce minimum stack size of wool for vendor to 25 Reduce maximum size of wool for vendor to 400 400 wool will now get the top rewards
1 Hour Ago
Merge from main
3 Hours Ago
Trainyard scene is now playable in editor Fixed unloadable traincars not applying the softcore loot multiplier Also doubles the items found in the lootable train car (bonus - we could now apply this loot scaling to any loot container in the game?) Added a static ScaleGatherAmount method to BaseGameMode to reduce a bunch of copy pasted clamping logic everywhere
4 Hours Ago
merge from automated_testing (test fixes)
4 Hours Ago
Fixed Bull_ThreatOffToOneSide_TurnsToFaceBeforeStomping failing because of overgrazing leaking in between tests and changes in 166339
4 Hours Ago
Added a countdown timer to the pump at dome if the oil rig countdown is active
5 Hours Ago
Remove market place power tests
6 Hours Ago
Always spawn purchased animals in front of the vendor, not behind the player
6 Hours Ago
Map cursor implementation, added fixed center crosshairs. Can now add/remove map markers at the crosshairs
Today
Better approach - load the mainland texture assets into a bundle and the deep sea assets into a bundle, then dynamically load/unload them when we need to swich (usually behind a loading screen anyway) Verified can switch between deep sea and mainland in a build and memory profiler shows only one Texture2DArray loaded at any one time, saves 139mb Had to make actual asset changes for this
Today
fix vclouds not respecting render scale in RRP
Today
merge from automated_testing (test fixes)
Today
Testlist
Today
Restored some timeout attributes
Today
Fixed failing Livestock_PaintsTheColoursOfTheStageItGrowsInto Restored LambWool.asset
Today
electronic chessboard; - early initial art setup still very wip - prefab created - item created - material created - sitem created - ran manifest, localization, skins
Today
More editor test fixes Test list
Today
Fix SocketMod_TerrainCheck.cs after merge
Today
Codegen
Today
Fix Antihack.cs after merge
Today
Baked sheep fleece, was needed after 166175
Today
Client tests cleanup
Today
Master key tests cleanup
Today
Livestock test cleanup
Today
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Today
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Today
merge from main -> fix_foundation_clipping_rocks
Today
Fix player teams / invites / contacts being lost when server crashes / didn't get shut down correctly - another save cache issue Add ability for entities to opt out of using the save cache, enabled on RelationshipManager
Today
Fix medieval doors not counting as closed for base occlusion (they were prefab variants not straight skins)
Today
Some fixes/tweaks I found when playtesting earlier today, now I kinda have internet back.
Today
Bugfix(editor): fix net id desync after reloadmap Tests: threw a rock after reloadmap - no desync errors
Today
remove toggle option for neutral light, it's stuck on in rrp for now
Today
Big test description pass
Today
Removed all the useless TestTimeout attributes, tests already have a 30s default timeout
Today
made costal cliffs take 2s instead of 34s by adding caching to the recursive search (maxed around 400KB memory at max) - falls back to recursive if the cache misses
Today
Bugfix: don't preserve RustNavigation across reload as it'll be created by GameSetup Tests: reloadmap didn't generate errors
Today
merge from main
Today
TestLivestockHome cleanup
Today
fix water reflection probe funkiness when using the chippy arcade machine in RRP
Today
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Today
Added static prop versions of blue computer terminals. Added collision for Small Random Room J
Today
improved monument placement - 13s faster - split tier check out to early exit as a first check and water check to run at the end - let distance checks exit early on the first monument it finds that's too close, reject behaviour is the same
Today
merge from render_pipeline_testing (fixes)
Today
merge from main
Today
Milky Healing Tea 112 > 100 healing, currently cant have more than 100 pending health anyway