141,187 Commits over 4,383 Days - 1.34cph!

6 Days Ago
6 Days Ago
fixing some textures left over and some incorrect import options for ao maps
6 Days Ago
updated existing workbench to now use the empty mesh state. updated lods and gibs
6 Days Ago
prefabs/Weapons/ ok prefabs/Weapon mods/ ok
6 Days Ago
Apartment Item Reshuffle
6 Days Ago
Speed up asset scene build a little bit, skip UIElements VisualTreeAssets so we don't get stuck on them
6 Days Ago
merge from main
6 Days Ago
Fix animals looking straight ahead when sprinting (should only be for scientists)
6 Days Ago
Fix animals path deviation not being reset on path change, causing wolf to charge sideways
6 Days Ago
Fix new network visibility grid being slow at initialization by deferring creating group lists until they're actually needed. 4s->1s (+reduce the current load of 10s garbage collection on every playmode entry.)
6 Days Ago
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6 Days Ago
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6 Days Ago
manifest rebuild for kiosk signs
6 Days Ago
Merge: from connections_pool_leak_fix - Bugfix for leaking List<Connections> Tests: ran around on craggy and checked print_memory showed low max value
6 Days Ago
Bugfix: return List<Connection> to pool in SendNetworkUpdate_Position Submit on behalf of cipeaX, it's his find Tests: ran around on craggy, checked pool.print_memory - max stayed low
6 Days Ago
Fix tiger prowling and croc intimidation
6 Days Ago
Centralize all flags in npc networking component
6 Days Ago
Industrial Autoturrer - Updated model and placeholder textures, changed IO ports positions based on new art
6 Days Ago
Merge from terrain_renderer
6 Days Ago
prefabs/Wallpaper/ ok
6 Days Ago
Tutorial animation updates
6 Days Ago
Merge from main
6 Days Ago
prefabs/NPC/ ok prefabs/resource/ ok prefabs/plants/ ok prefabs/Tools/ ok
6 Days Ago
Clamp renderdistance with a minimum to fix some edge case issues
7 Days Ago
* Fix look at not working properly anymore because it was relying on the target being replicated * Make sense component server only, add separate component for networking * Network look direction instead of lkp, don't let the client come up with potentially different look directions (todo fix prowl still depending on target being networked)
7 Days Ago
edited holster/baclpack positions on salvaged axe entity
7 Days Ago
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7 Days Ago
Industrial Electric Furnace - item created - prefab created - icon created - greybox model - material created - ran localization - ran manifest
7 Days Ago
Improve fillmounts command - works correctly with horses, prints better feedback
7 Days Ago
tier 1 workbench empty version
7 Days Ago
Merge from 3p_spectator_improvements
7 Days Ago
merge from workbench automated_tests
7 Days Ago
Fix spam from passing in a zero vector to Quaternion.LookRotation when spectating mounted bots
7 Days Ago
Test save, 11 workbenches, 9 with each individual upgrade equipped, two with four mixed each.
7 Days Ago
Merge from main
7 Days Ago
assigned salvaged axe holdtype overide controller to entity and exported updated 3p anims
7 Days Ago
handling direct transition between different parent entities properly, the coordinate system changes so it needs to reset tracking, also removed some bad state resets - added convar to broadcast ddraw information on dropped item clip checks and collider state to _all_ players (help info makes it clear)
7 Days Ago
merge from main
7 Days Ago
Merge from main
7 Days Ago
added sofas to prop team prefab and wood shutters greybox
7 Days Ago
KickHazmat skinning update
7 Days Ago
3p sitting anims and clips updated
7 Days Ago
Aded headbob to waterwheel
7 Days Ago
Merge from main
7 Days Ago
merge from main
7 Days Ago
prefabs/Food/ ok prefabs/Instruments/ ok prefabs/IO/ ok prefabs/Locks/ ok prefabs/Misc/ ok
7 Days Ago
Add padding to int params
7 Days Ago
Fix draw distance max cell calculation and snap to furthest lod
7 Days Ago
Fixed grenade anim override not using throw animations
7 Days Ago
Fixed holster info bone name not working if supplied bone was spine4