140,858 Commits over 4,505 Days - 1.30cph!

Today
Test lists
Today
Merge from main
Today
Hopefully prevent crash on boot from hide services change
Today
Merge from main
Today
Circuit system tests, just two tests checking the throttling works
Today
Codegen
Today
Codegen
Today
merge from main
Today
Update: replacing with a remotely built dylib Surprisingly, it works Tests: ran TLS test scene
Today
Fixed tests failing after the recent pooling changes
Today
Refactored the timers on livestock animal into a new PersistentTimer class Makes it easy to create new timer based behaviours (drop dung, get older, give birth, etc) and persist those timers through a save/load Livestock now drop horse dung (might need a rename)
Today
Update: add MacOS support for UnsafeScriptingAccess - using locally built debug dylib for now Need to figure out if remotely built dylib is going to work or not (didn't when I broke sig locally) Tests: using locally built dylib was able to run TLSTest setup
Today
Throttle everything to 30 ticks a frame so server fps variations doesnt change the io speed too much Flickering circuits are throttled to 10 flips/s (equivalent to old IO)
Today
Generator RPC name fix
Today
merge from store_featured_tweaks
Today
Store featured tab changes, we now show featured items on both the left and right grids
Today
optimised the electric chandelier LOD0 LOD0 triangle count from 22,766 -> 9328 still high but unavoidable for the complexity of the asset. reduced lodchain from 5 -> 3
Today
Added Apple.tree prefab and LootSpawn.Apple. Added 3 apples to oak_d and they're all spawning correctly but dont spawn when trying to harvesting
Today
optimised Rustige egg world models Each egg's dropped world model now uses a dedicated w_*. fbx rather than using the animated deployed model. The world models were carrying the whole deployed setup - skinned meshes, bone hierarchies, interior geometry and 4-5 LOD levels - none of which is visible when dropped. - LOD0 triangles: 46,772 -> 16,466 across the eight - Skinned meshes: 72 -> 0
binocular_glare_fix -> main
Fix 154930 breaking binocular glare. Inverted check was used
network_range_audit -> main
bring labs crate normal down to 128m
Lower medium signs to 128m network range
main -> network_range_audit
wind_turbine_sfx_fix -> main
Stop Wind turbine SFX contuining to playing when the turbine is not spinning (Bug from 2019)
Yesterday
Fixed foundations with staircases failing LOS checks for softside damage with melee weapons
Yesterday
More WIP
Yesterday
merge from texturecompression_pass_aug26
Yesterday
merge from hair_pass
Yesterday
ponytail textures resize
Yesterday
Can press E to configure test generators and change the power amount they output
Yesterday
merge vehicle pooling to main
Yesterday
fix container ui: remove restore child transforms, manually reset battering ram visuals
Yesterday
Trees additions support multiple prefabs instead of just one
Yesterday
update base_occlusion/optimize_building_blocks
Yesterday
Update testlist
Yesterday
Update FP.Nexus (prefer AssignedZoneKey over ConnectZoneKey for player client)
Yesterday
leaderboard fix v2 and streamermode for real on leaderboard and on score cards
Yesterday
Fix desks blocker not rendering due to unassigned LOD component Reduce health on the chonkier blockers
Yesterday
Darts fixes - remove control in UI for zoom - add streamer mod compat for leaderboard - attempt leaderboard fix after server restart
Yesterday
merge from main
Yesterday
Ignore the inventoryPlayerQuality convar in editor, it keeps changing the RT and it shows up in plastic
Yesterday
Elevator Power In input set as main power slot
Yesterday
Converted ChargeUpIOEntity, set the second inputs as non main power slots
Yesterday
merge from automated_testing
Yesterday
merge from main -> base_occlusion
Yesterday
Fix the 20 cases where flags are colliding by reassigning to a free one RidableHorse had 1 left, lucky me
Yesterday
fix colourpicker not accepting pasted hexcode inputs