139,194 Commits over 4,474 Days - 1.30cph!

Today
small gizmo and editor command fixes
Today
Optim: use an over capacity segment to avoid segment churn This keeps GC activity at 0. Perf seems 10% worse than Fuzzy, but it's acceptable. Though there's a bug somewhere. Tests: AllocDeallocMTShortLived(32,False) perf test
Today
- Improved red recycler activation feedback - Ran S2P
Today
Trajectory debug draw
Today
merge from menu_close_blur_fix
Today
Alpha fitter tool for automated alpha map processing to replace holes
Today
jukebox - updated icon
Rin
Today
Merge from satellite_crash
Rin
Today
Satellite crash harvest and Satellite crate loot pass
Today
jukebox - updated emission lighting texture on the jukebox with refined pass
Today
Added serialized name for animals Extend LookAtFarmAnimal that we used for chicken coop to display livestock animals Added ai.renamelivestock convar
Today
Support non-instanced terrain holes when using a unique mesh instead of holeshape
Rin
Today
merge from PlayerMaintainedMonuments
Today
Remove an unused 2mb texture from the chicken coop UI
Today
Boilerplate for animal breeding, triggered via console commands for now
Today
Better transition if animal starts moving while grazing is ending
Today
Jukebox - Updated textures, removed old textures, updated materials
Today
Merge from main
Today
Nudge the air drop freq button over slightly
Today
Merge from airfield_maintainable_features
Today
Clean up the airfield debug convars
Today
Fixed Pressbutton_compact animation not working Added an option to ChargeUpIOEntity to require a trigger once it reaches full charge Enabled on both airfield terminals, triggered via a new button on the terminal
Merge from main
Today
Switch Newtonsoft test to use Unity's test framework
Merge from PlayerMaintainedMonuments/powergrid
Today
update from main
Today
refactor + improve turn in place based on feedback. seems mostly stable now. this mainly fixes the weird catch up issues we had when a player turned constantly.
Today
Livestock now gets saved, unlike other AI This has caused massive problems in the past, so yolo I guess FSM isn't saved/restored but we can probably get away with that
Add some basic loot to the new powergrid locked loot room at power plant so there is something there if its part of media capture
Add new big daddy red recycler to power plant with 75% efficiency and 4 sec duration, only usable at highest power stage Green recyclers outside safezones now have a slight nerf to 50% effieciency at power stage 0, restoring to 60% (baseline) at power stage 2 Removed the new green recyclers from outpost Yellow recyclers in safezones remain unchanged S2P all scenes which contain safezone recyclers as recycler type is now set per recycler. All recyclers in safezones should still be yellow
Today
Merge from satellite_crash
Today
Merge from code_clean_up
Today
Remove some dead code
Yesterday
Merge from main/PlayerMaintainedMonuments/powergrid
Yesterday
Put more effort into finding spawn positions for all monuments with the highest priority
Yesterday
update prefab in scene, + airfield S2P
Yesterday
Added first pass of screens to the airfield terminals - conditional contents based on charge - switched Charge variable to syncvar, cleaner and better hooks - added first pass of hook-ups for sounds, when ready - fixed chargeupIO decaying charge code, not a bug but oddly inconsistent - reworked prefab for airfield maintainables, moved everything around according to feedback - added + improved testing convars for the two terminals
Yesterday
More cleaning
Yesterday
Remove cl_drawleaf (unused) * Not to be confused with r_drawleaf More Lua hook related optimizations * Similarly to stopping gamemode hooks from trying pointlessly read returned bool, do the same for SENTs, also fix some sent types not using pooled hook name strings while others do Some clientshadowmgr changes from CS:GO * To hopefully prevent potential crashes
Yesterday
Setup localization for all static text
Yesterday
texture update
Yesterday
rock sculpture cleanup, updated model and materials, fixed scale issue. still needs lods and gibs and larger rock block
Yesterday
Merge from cleani(u)p
Yesterday
Couple null changes
Yesterday
Fixed null check knackering markers
Yesterday
merge from hackweek_sv_pie_menu
Yesterday
No longer allow opening custom pie menus if the inventory is already open
Yesterday
Major cleanup of all UI code
Yesterday
merge from main
Yesterday
wooden loot crate 1 refresh model in, textures in WIP