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14,775 Commits over 2,619 Days - 0.24cph!

14 Days Ago
Removed PropRenderers from 32 prefabs that don't need them
14 Days Ago
Icon generator window refactor Can now be run from anywhere, regardless of scene Runs a realtime viewport with moue controls for zooming, panning and rotating Added a button to match another prop renderer, copies all of the settings from one prop renderer to another Added an overlay option, loads a sprite and overlays it on the viewport with a fade slider so we can eyeball match icons Open icon generator button int he inspector now opens the window, doesn't change scene Fixed prefabs that have a PropRenderer but were not found in the icon generator list - any PropRenderer in the project will now appear in the list after a refresh (refresh takes twice as long though)
14 Days Ago
Fixed a few places where we were caching a static reference to the scrap item def, we have ItemLookup in ItemManager that does this for us Deduct scrap when purchasing animals
14 Days Ago
Merge from main (stomped test list)
15 Days Ago
Fixed stag not responding to ai select/move commands
15 Days Ago
Merge from vehicle_panel_nre_fix
15 Days Ago
Hypothetical fix for NRE on VehicleEditingPanel
15 Days Ago
Added support for a DroppedItem to call SetEntityAndChildrenDynamic when it stops moving, allowing us to switch a LOD component from dynamic to static This should allow us to use MeshLOD/RendererLOD on dropped items
15 Days Ago
Added a check to the SceneChecker if a mesh without RendererBatch has > 1000 verts but < 1100 (ie. close)
15 Days Ago
RendererLOD and MeshLOD converters will now calculate new camera distances when converting from a LODGroup LODGroup measures screen height and our LOD components operate on distance so it's not perfectly 1:1 but it's better than the old hardcoded values Add an inspector warning to the RendererLOD if there is a gap in the LOD settings (eg. LOD0 and 2 have targets, LOD1 is missing) Add an inspector warning to MeshLOD if the same mesh appears multiple times Added automated tests to find all meshes used for collision that calculates tangents, imports blendshapes, cameras, lights or materials
15 Days Ago
Add the vendor to the ranch, s2p both
15 Days Ago
Fixed animal leads not working after purchase
15 Days Ago
First pass on npc's selling baby animals to the player
15 Days Ago
Possibly fixed the conversation data graph editor sometimes silently dropping newly added conversation nodes
15 Days Ago
LeadingPlayer is now a Synced field Compile simulator now passes
15 Days Ago
Fixed most compile errors, still one issue
15 Days Ago
Merge from lod_preview
15 Days Ago
Hitch & Trough now has a water container on the right, supports fluid IO Livestock can drink from trough Added a storage adaptor to the food portion of the trough
21 Days Ago
Sheep and lamb ragdolls
21 Days Ago
Calf corpses
21 Days Ago
A few more tweaks to the ragdoll copier to save some clicks Bull ragdoll
21 Days Ago
Cow ragdoll joint improvements
21 Days Ago
Compile fix
22 Days Ago
Manifest
22 Days Ago
New RagdollCopyTool, allows us to copy a ragdoll (joints/ragdolls/colliders) from one hierarchy to another Setup cow corpse/ragdoll, joints are a horror show right now but at least it's setup Should make copying the setup over to the other rigs faster
22 Days Ago
Fix NRE when a livestock animal dies
22 Days Ago
Add an overgrazing mechanic - if too many livestock eat the grass in an area in too short a time they will no longer be able to eat the grass (either take them to some fresh grass or use a trough) If an animal is in an overgrazed area they will display a label on the popup when looked at Adapted from the OverfishedArea mechanic, both systems now share a new DepletedArea class which shares the same grid
22 Days Ago
Disable shield compatibility with flashlight
22 Days Ago
Update the item information panel when a player changes the selected skin when crafting Fixes egg vision not appearing when changing between wolf headress skins
22 Days Ago
Fixed some inconsistencies with showing candy/egg vision on the crafting/inventory screen
22 Days Ago
Fix fuse insert clan events not getting fired multiple times if someone inserts multiple fuses in the same container opening session
22 Days Ago
Clean up allocation when mounting a car
22 Days Ago
Removed a 296b allocation every time the player zoomed in using a scope Hardened GetScopeMod to try and prevent a rare NRE
22 Days Ago
Added an overlay opacity slider to the preview tool
23 Days Ago
Merge from effect_recycle_glass_fix
23 Days Ago
detachTime and recycleTime is no longer read only Don't set those times to 0 at build time if no particle system is present Temporary fix for this month, needs a nicer fix next month as those fields should be readonly
23 Days Ago
Hooked up randomisation on alien costume vm
23 Days Ago
Merge from vm_randomisation
23 Days Ago
Merge from main
23 Days Ago
New milk item placeholder
23 Days Ago
If an item id doesn't match the shortname, show an error in the inspector with a fix button
23 Days Ago
Hooked up fur shader toggle when shearing is ready Added readytomilk and readytoshear debug commands
23 Days Ago
ai.showstate now parents it's Ddraw labels, looks a lot smoother
23 Days Ago
Animals can now eat from a trough, will prioritise that over grazing on grass
23 Days Ago
Shearing interaction
23 Days Ago
Renamed the "Horse Dung" item to just "Dung" (left the prefab/item def names referencing horse, no point changing those)
23 Days Ago
Hooked up male calf prefab/material
23 Days Ago
Merge from main
23 Days Ago
Merge from main
23 Days Ago
Show a mesh quality slider when previewing a LOD, allows us to quickly see what things look like at different quality settings