155,856 Commits over 4,536 Days - 1.43cph!

Yesterday
- Attach characters to specific servers (so on joining that character is bound until next wipe), subsequent changes wont affect the character on the server - Modal improvements
Yesterday
Barrel Tarp Wind material
Yesterday
added barrel tarp wind material and updated bradley flatbed ladder volumes to be smaller.
Yesterday
Fixed hash warning when hitting an object with a torch
Yesterday
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Yesterday
Remove tangents, blend shapes from 2716 collision fbx's The tangent change might actually be a decent memory saving, in some cases removing this halves the memory size of the mesh Collision meshes aren't big so we're talking a couple of kb's
Yesterday
Merge from complicated_livestock_merge (indirect merge from main)
Yesterday
Merge from livestock_animals
Yesterday
Yesterday
add deactivated state for critters and sea turtle, if no player is in connection range, go to a special deactivated FSM state for turtles this also disables their special water locomotion
Yesterday
Add dedicated gibs for driftwood clutter 1–5
Yesterday
Bunch more work: improvements, usability, config, add buttons to relevent components, etc.
Yesterday
Bugfix: fix pack overlay missing images for buttons or main section Tests: clicked through a couple packs, clicked on all carousel buttons
Yesterday
- Setup sever character selector - Can pick your caharacter before joining a server
Yesterday
Update: start saving image StoreITemOverlay's image URLs - adjust field naming so automation can find and fill in urls - ran automation Tests: navigated to bowless crossbow page, some textures are missing (expected)
Yesterday
Updating bull and calf with new mesh
Yesterday
update from main
Yesterday
hopefully a fix for Bradley flatbed ladder climbing and moving-train boarding - Separate ladder and parenting triggers onto individual colliders. - Enlarge parenting volumes to capture players earlier and overlap deck parenting. - Widen and raise all four ladder volumes for easier access and deck transitions. - Preserve the original ladder bottom height. - Add Bradley flatbed to the manifest entity list and prefab hash lookup.
Yesterday
Better framing for test video recorder, fix network range problems causing test to be invisible at the start + attach light to camera at night
Yesterday
Fix cows sliding away when hurt / dying, they now get up properly (and play the scrambleFromSleep authored anim when applicable)
Yesterday
merge from main
Yesterday
Merge from editor_jump_hitch
Yesterday
Editing an item with existing WR setup auto loads it with previews.
Yesterday
Bugfix: ensure CoverImage is active when we succesfully load the image This makes FactoryDoor render correctly Tests: checked store for factory door
Yesterday
missing gib for cactus_01
Yesterday
Texture resizes
Yesterday
Add dedicated cactus gibs and plant break effects and enable wet log B and C gibs
Yesterday
Better spotlight setup
Yesterday
Update: fixup SkinTile to use CoverImage instead of RawImage - get rid of SkinTile_General that did above but used in only couple places Tests: navigated through all of store, everything looks correct, only barn door is missing (y tho)
Yesterday
-Reduce portrait background opacity - New cancel colour
Yesterday
- Fix bull only defending herd from players, can now defend against other animals, and also defend it's owner base against other players - Add tools to render automated tests with captions to videos
Yesterday
Added editor-only Rust Editor option to preload the jump sound class to avoid the first jump hitch in editor.
Yesterday
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Yesterday
Military tunnels loot room
Yesterday
Live edit/reload fixes
Yesterday
merge from main
Yesterday
WIP weapon rack visual config tool
Yesterday
Fix codegen baking runtime statics into ResetStaticFields and fixed the uncompilable resets it emitted for delegates and null strings
Yesterday
wip textures for generator
Yesterday
merge from automated_testing
Yesterday
Fix landmine worldmodel outline
Yesterday
merge from main
Yesterday
Added gib setup to wet log A so it spawns debris when depleted
Yesterday
Made a start on being able to toggle specular contribution from specific lights. Still needs support for the Core path and Forward+ rendered objects
Yesterday
Set BlurOptimized iterations param to nointerp Fix BIRP blur only blurring horizontal Adjust blur UI volume settings to compensate for grabpass Move blur to after uberpost pass
Yesterday
Fix oversized landmines - worldmodel optimisation changed the shared mesh import scale from 0.5 (this was changed 4 years ago) to 1, doubling placed mines. Halved all four LOD meshes in Blender and re-exported to restore the original size whilst keeping the import scale 1.
Yesterday
merge from ent_nre_fix
Yesterday
merge from 2Cave2Furious
Yesterday
merge from arrow_collision_fix
Yesterday
Arrow collision fix