249,818 Commits over 3,959 Days - 2.63cph!

Today
merge from primitive -> aux2
Today
Fix compile error from System namespace applying to Random class
Today
Fix scientists footstep sounds not playing correctly
Today
merge from primitive -> aux2
Today
merge from primitive_gm -> primitive
Today
merge from main -> primitive_gm
Today
Always show full exceptions to admins
Today
medieval store view setup
Today
merge from monument_menu_items -> main
Today
minicrossbow arrow edit on reload start anim to remove lerping arrow and anim.controller transition tweaks
Today
merge from main -> monument_menu_items
Today
merge from fix_banlist_allocation -> main
Today
When peeking scientists will hide deeper behind corners and only peek tightly, instead of staying just behind the corner (almost sicking out) and always peeking wide
Today
Test switch on enum node with explicit cases Test reproducing fragile type resolution WIP fix ambiguous type after deserialize WIP
Today
Fix banlist & banlistex command allocating 130MB every time it was ran - was set to a starting length of 64M characters instead of 64K - reuses the StringBuilder instead of making a new one each time
Today
Merge from main
Today
merge from preserve_settings
Today
Bump the lowest preset mipmap resolution up from eighth to quarter.
Today
Try catch convars when setting up gamemode incase one of the convars throws an error upwards
Today
Redo the way server event convars are applied by storing the changes and applying them once the event prefab is loaded - we need to do this because convars can be ran before the event's scheduling prefab has been loaded on the server
Yesterday
Fix gamemode failing to run startup methods if it was spawned before ServerMgr
Yesterday
Add convar to control if oil rigs should generate on the map - disable oil rigs in primitive
Yesterday
Fix water shader scene name
Leaderboard backup, run #16853
Yesterday
Chicken coop tests
Yesterday
Added new food type eggs, chickens have a chance to drop an egg when damaged (50% once every 30s)
Yesterday
Remove test spoiling from corn
Yesterday
Iterating
Yesterday
Added food spoiling to Fish, Bear, Pork, Deer and Wolf meat Created new spoiled items where necessary Applied consistent settings for all meat - raw meat spoils in 6 hours and cooked meat spoils in 24 hours (WIP)
Yesterday
merge from primitive
Yesterday
merge from main
Yesterday
Added some basic tree auto avoidance for horses Rotation responsiveness tweaks
Yesterday
Powered fridge now fully stops food spoiling Added spoiling timer to raw and cooked chicken, timer gets reset to start when chicken is cooked Added convars to turn the food spoiling off and control it's budget, spoiling UI is disabled in this case Added debug convars to adjust the spoil times for all food on a server for testing (FoodSpoilingDeductTimeHours and FoodSpoilingSpoilAll
Yesterday
Projectile unparent fixes.
Yesterday
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Yesterday
Tweaked fireball spawns & speeds.
Yesterday
Light bleed fix.
Yesterday
FX progress
Yesterday
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Yesterday
fade out person lights on death highlight current build structure type rescuable survivor wip rescuable contact reload button color/hotkey
Yesterday
Merge from fridge_changes
Yesterday
Remove all mixing references in the cooking UI
Yesterday
Setup new cooking workbench Add new recipe list Add chicken pie test item
Yesterday
S2P stables A and B Fixes old horses still spawning in ranches
Yesterday
Fixed swimming not retrograding gates Improved buoyancy
Yesterday
Better bounds padding handling for shields (have to artifically inflate the padding for bots)
Yesterday
Parent merge
Yesterday
Model x Materials setup script
Yesterday
Fixed a slight visual movement when switching between shields that share the same animator controller
Yesterday
Prefab mat update