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137,724 Commits over 4,474 Days - 1.28cph!

14 Minutes Ago
WIP: new avatar masks new top bar
15 Minutes Ago
Improve workflow for setting which colliders are enabled and which collider meshes to use at different destruction stages Fix preview mesh destruction stage and LOD slider not retaining its currently displayed stage/LOD
36 Minutes Ago
game_room_dlc -> new_pool_ui
54 Minutes Ago
merge from main
55 Minutes Ago
Fixed pedestal view button not resetting correctly when toggling it, then reopening the sculpture editor
1 Hour Ago
Remove unused ignite and extinguish effect animation event from the industrial torch anim, to fix warning
1 Hour Ago
wtp S2P
1 Hour Ago
WTP sign for the water inlet puzzle
1 Hour Ago
Added the DarBoardReticule shader
1 Hour Ago
merge from main
1 Hour Ago
pooltable - updated guide model to match wide deploy bounds
1 Hour Ago
pooltable - adjusted wide deploy volume to prevent getting stuck when dismount on short side
1 Hour Ago
pooltable - added corner floor guides to help with placement inside bases
1 Hour Ago
set up viewmodel renderer
1 Hour Ago
Updated description
1 Hour Ago
removed unused model prefab
1 Hour Ago
Thruster buttons
1 Hour Ago
new rock sculpture model and temp ao/normal textures. scale broken
2 Hours Ago
Update: add a bunch of perf counters to try to track down the spike source - slightly amend Enqueue to help progress swap before creating a new segment if it failed The spikes are from GC collection events, likely triggered by excessive trashing of segments(after 10 runs - 106 created, 97 trashed) Tests: ran AllocDeallocMTShortLived(32, false) perf test
2 Hours Ago
merge from uibindings_nre_fix
2 Hours Ago
Fix attempt for the UI bindings NRE spam
3 Hours Ago
Control screen wip
3 Hours Ago
jukebox - added gibs - updated material and prefab
3 Hours Ago
Dismount the player from the pooltable if theres no ground beneath them
3 Hours Ago
pool: add more profiling everywhere
3 Hours Ago
Offline screen finished. Removed some now dead UI code.
3 Hours Ago
Bar Wallpapers - fixes and renames
3 Hours Ago
assigned concrete physics mat to block
3 Hours Ago
R/W satellite_crashed_col
3 Hours Ago
Cooldown screen wip
4 Hours Ago
merge from crafting_stall_fix
4 Hours Ago
fixed clipping issues with barstool mounts
4 Hours Ago
Fixed the 1s client stall when opening the crafting menu for the first time We now warmup the steam item definitions when they load, so the first ItemDefinition.skins2 call hits cached properties instead of doing thousands of cold native Steamworks calls (caused by the PlayerBlueprints.HasUnlocked recent optims)
Rin
4 Hours Ago
Added heavy fuse spawn to crate_normal and crate_normal2 Removed spawns from LootSpawn.RadTown1 and LootSpawn.RadTown2.
5 Hours Ago
merge from main
5 Hours Ago
Locked screen finished
5 Hours Ago
Merge from PMM
5 Hours Ago
updated the pipe_hole mesh to be shaped more like junkpiles mounds
5 Hours Ago
back from trip, big merge from main
6 Hours Ago
fixed gas station interior LOD1 borked material assignment underground
Today
Livestok animals now flee if a loud noise like a gunshot is heard nearby
Rin
Today
Another heavy fuse loot table pass
Today
Fixed missing interact collider on lamb Fixed following behaviour not working due to grazing taking priority If an animal is hurt while being led they will forget about who they were following after they flee
Today
Aging boilerplate Expose a TimeToGrow field on livestock, when this time is reached they are replaced with a provided next stage prefab If no next stage is provided then the animal is just killed (old age?) Added livestockanimal.ageuplivestock that will age up the nearest animal with 20m
Today
Lamb setup Fixed prevent building volumes too large on all livestock
Today
Sheep hitboxes
Today
Created a tool to copy hitbox definitions from one skeleton to another with an optional scale multiplier (not needed in this case as the animator root is scaled, not bones) Set up calf hitboxes
Today
Fixed hitboxes on cow
Today
Merge from main
Today
Merge from powergrid