142,258 Commits over 4,536 Days - 1.31cph!

4 Hours Ago
merge from fix_threaded_error_client
5 Hours Ago
Don't kick for errors on background threads
5 Hours Ago
Refactor Output.OnMessage() so it passes a single struct parameter instead of (message, stacktrace,logLevel) - if I'm gonna to refactor it to add a 4th parameter, may as well make it a single class/struct passed - allows a bool to be passed for "if it was sent on a background thread or not"
5 Hours Ago
Update existing console tests to account for new behavior
5 Hours Ago
Prevent the downgrade in the editor since it doesn't result in kick
5 Hours Ago
Lower error level from exception -> warning on the client on background threads so clients don't get kicked from random exceptions - keep it on server since it's only used for logging
Today
Fixed floating bandages
Today
Merge from hotfixes
Today
Deploy guides for 20 deployables moved from Guide Mesh to guide prefabs so they keep their materials on lower LODs and custom meshes; normal maps and cutouts restored on all 20, guide tris and draws unchanged from the LOD1 retargets. Guide Mesh only inherits materials from a renderer the entity actually draws, which on RendererLOD and MeshLOD assets is LOD0 only, so the LOD1 retargets and the planter guide meshes were rendering flat. Each guide prefab is one child on the same mesh with the materials copied from the entity's own renderer for that LOD. needs manifest update
Yesterday
Merge from new_navmesh_fixes (for the doors)
Yesterday
Add tests for domestication / grudge, fix TC faulty replication because it's a prop
Yesterday
Shockbyte tool cupboard deploy guide switched from the LOD0 mesh to a custom guide mesh via a guide prefab, guide draws 4 -> 2, tris 37,958 -> 13,646, both normal maps kept.
Yesterday
Livestock capture/domestication first pass: - you gain trust by just hanging around cows, enough trust and you can lead them where you want, even more trust and they come sleep near your TC unprompted - with enough trust bulls become neutral to you instead of trying to punch you, maxed out trust makes bulls protect you from threats - not mandatory, you can still coerce a cow into your base by hitting then chasing it in the right direction, or luring a bull that's chasing you, then only build trust once they are captive - some wild cows are also naive and just follow players for no reason, you can kidnap naive calves and capture their mom for free - bull army soon possible
Yesterday
- Mothers now defend calves if they are hurt, and don't forget too fast what you did - Better courtship between bull and cows, more legible to a player (ai commands: addignoreplayer, spawn bull, spawn cow, forcebreed) - Fix client crash when calf dies because of NRE, it seems every ragdoll other than cow was not setup properly, maybe because of the new ragdoll copy tool? => added a CI test to validate ragdoll assets so that it doesn't happen again
Yesterday
Fix broken livestock tests that always return red because behaviour changed / were non-deterministic and would fail sometimes
Yesterday
Merge from main
Yesterday
FIx no navmesh in underwater labs and parts of underground tunnel
Yesterday
Merge from main
Rin
Yesterday
merge from terrain_mac_fix
Yesterday
Fix lod extent field not being set
Rin
Yesterday
merge from monumentblocker_fixes
Rin
Yesterday
merge from powergridenginefx_nrefix
Rin
Yesterday
merge from monumentblocker_preventmovement
Rin
Yesterday
merge from arrowhead_fix_3
Rin
Yesterday
merge from contact_list_note_fix
Rin
Yesterday
merge from fix_rendererlod_mats
Yesterday
Fixed an issue with usermessage hooks Do not clamp flexes of C_BaseFlex when set from Lua
Yesterday
- Prevent child state from re-entering itself from parent transition (common cause of bugs) - Fix croc never entering onNavmesh state - Fix pendingStates not working when logIssues is disabled - Fix livestock fixtures being broken when using new navmesh
Yesterday
Merge from main
Yesterday
updated building skin testing save file
Yesterday
scrap king - building grade, localization, upgrade command
Yesterday
scrap king building skin - wip models, prefabs setup, conditionals
Yesterday
cherry pick from planters_guide_fix
Yesterday
cherrypick 21 various guide mesh fixes from prop_optimisations
Yesterday
cherrypick tier 3 workbench guide mesh fix from prop_optimisation
Yesterday
cherrypick small engine guide mesh fix from prop_optimisation
Yesterday
cherrypick tripod spotlight guide mesh fix from prop_optimisation
Yesterday
cherrypick wind turbine guide mesh fix from prop_optimisation
Yesterday
2nd pass cherry pick on boat building station
Yesterday
cherypick boat building station guide mesh fix from prop_optimisation
Yesterday
cherry pick chanelier guide mesh fix from prop_optimisation
Yesterday
chery pick sail guidemesh optimisation fix from prop_optimisation
Yesterday
cherrypick cannon guide mesh fix from prop_optimisation
2 Days Ago
merge from main
2 Days Ago
Add achievement for killing a player with a mortar shell
2 Days Ago
Add achievement for renting an apartment
2 Days Ago
- Add new achievement for inserting a heavy fuse into the power plant - Can now get the player responsible for item moves in an ItemContainer. Needed for this achievement and also fixes the analytics event for inserting heavy fuses sometimes using the wrong player - Cleanup some of the new clan achievements code
2 Days Ago
- Fix ai.showstate text being on a single line - Fix kicking not working
2 Days Ago
- Worldmodel set up - Added placeholder sound events to viewmodel anims
2 Days Ago
fixed pooled renderer lods using lod0 materials on other lods. refactor toSet param since its no longer used.