156,451 Commits over 4,536 Days - 1.44cph!

15 Minutes Ago
added Bull and Cow trophy models. added new trophies to the huntingtrophylarge prefab
16 Minutes Ago
Can still try to shave wild sheep, they just run away
36 Minutes Ago
Merge from livestock_animals
48 Minutes Ago
fix missing underwater color grading in RRP
57 Minutes Ago
Instead of arbitrary IsShearTool flag, just make items that are good at harvesting corpses usable for shearing, less state to keep track of and more intuitive
1 Hour Ago
Show livestock popup to the right same as plant popup, better as it doesn't hide the livestock
1 Hour Ago
- Set up subsystems for megaphone and mobile phone - Deleted their override controllers ( not needed now)
1 Hour Ago
fix pathing, crabs now move as a swarm, with random (size-influenced) speeds for each individual
1 Hour Ago
Reduced the size of the AdditionalLightData buffer elements from 160 to 128 bytes to be more cache friendly
1 Hour Ago
Don't run lights or particle system IK effects ion muzzle flashes if they've faded out Lights and particle system IK were still running on the background for complete muzzle flashes that weren't yet recycled With 20 bots firing AK shots simultaneously: - Saves ~0.5 ms on particle systems - Saves ~0.3ms on lights - More savings with reduced shadow jobs and update handler not having to go over each of the stale lights Around ~1ms in savings
1 Hour Ago
Fix sheep corse not carrying over the shaved state, also fix the corpse not copying the pose and flopping in the air
1 Hour Ago
Hide horns on female sheep
1 Hour Ago
First pass on the Procgen Replay visualisation tool to trace all steps of generating a procedural map and then visualising each placement from candidate positions. Intended for bug finding and development testing. Play/pause/restart/seek to each procgen step to see how the final map was created. Starts at heightmap generation and follows (today's) 91 stages until the map is complete. Added editor-only hooks in SpawnFilter, Prefab, World, WorldSetup and LODUtil. Any editor effect requires first arming in the `Tools > Procedural > Procgen Replay` window, use the ProcgenReplay scene to (optionally generate and) replay map seeds.
2 Hours Ago
better fleeing/startle mechanics
2 Hours Ago
Updated Mutton Meat Icon
2 Hours Ago
Update Cooked, Raw and Spoiled Lamb Meat Name to Mutton instead of Lamb
2 Hours Ago
merge from main
2 Hours Ago
Prevent wild cows from breeding / aging / producing resources + prevent pregnancy below 60% condition
3 Hours Ago
Update: ran Update Urls again Looks like couple blurhashes got missed Tests: navigated to dlc page with httpimageloaddelay
3 Hours Ago
integrate moveToggle so shader movement critters can idle
3 Hours Ago
Applied Ians generic child animator sub system shelf
3 Hours Ago
Sheep shearing material and gameplay proof of concept
3 Hours Ago
Merge: from main
3 Hours Ago
resized textures and caps
3 Hours Ago
update to mesh again
3 Hours Ago
Merge from boatvendor_dialogue_fix
3 Hours Ago
Fix boat vendor dialogue on floating cities saying wrong direction for where to find purchased boat
4 Hours Ago
first pass on crab swarms
4 Hours Ago
update to mesh and emission texture
4 Hours Ago
Merge from sandbag_barricade_variants
4 Hours Ago
Sandbags are now correctly upgradeable on player boats
4 Hours Ago
steam ids, for halloween items. tweaked descriptions, placeholder icons
4 Hours Ago
Added the missing bone array length guard to the skeleton gizmo so stale skeletons no longer spam the console
4 Hours Ago
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4 Hours Ago
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4 Hours Ago
Set up unique subsystems for - compass - detonator - master key - deleted their respective holdtyep controllers (no longer needed)
4 Hours Ago
Optim: convert DLC tab leftovers to httpimage - ran Assign Bundle and Update Urls Tests: navigated to it with httpimagedelay and httpimagefailloads and normal - saw expected textures/blurs
5 Hours Ago
update to biofuel genertor - added LOD0 and texture progress (near complete) baked emission and fly particles around the food.
5 Hours Ago
Buildfix: missing files Tests:none
5 Hours Ago
Added gamepad binds to cover horn, secondary attack and voice binds in action sets. Stricter layout validation. Boat and Train sets replace FireMode with Horn on RB so tugboat and train horns can be used. Added voice action to all action sets on R3. Rejig some less important actions to make room for voice r3. Hide keyboard-only bind glyphs while a pad is active instead of showing a key hint.
5 Hours Ago
Update: added assetbundles.listdynamic for debugging Tests: checked output as I navigated through menus and connected/disconnected to server
5 Hours Ago
Merge from main
5 Hours Ago
Cleanup
5 Hours Ago
nan_waterheight_fix -> main
5 Hours Ago
Merge from main
5 Hours Ago
Clean: get rid of forceOpen hack, use OnBecomeVisible instead Tests: clicked through store tabs, joined a server and toggled menu and various screens. disconnected
6 Hours Ago
Ladder hatch gibs
Today
merge from main
Today
merge from automated_testing
Today
Test runner now runs editor tests in batches The editor is now ticked manually so editor tests can still run at full speed when the editor window is not focused