157,985 Commits over 4,566 Days - 1.44cph!

1 Hour Ago
Converted the world setup prefab to be a hierarchy Much easier to modify and parse, works with unity search tools and doesn't lag our pc's with the world longest inspector Updated all of the scenes with a modified version of the world setup prefab so their should be no change in functionality (this mostly affected dev tests like the vine swinging map, travelling vendor map, etc) Disabling a component gameobject will now skip that procedural step, so deleting chunks of the setup should no longer be needed Deleted the old procedural map test tool, it's no longer needed due to this change Script for the conversions is at shelf 17387, not committed as it should only be needed once
3 Hours Ago
Fixed incorrect mips and filtering on the sleeping bag compass pie menu icons Also did a little cleanup in SleepingBag.cs
3 Hours Ago
Fix death screen appearing the first time you enter a server in softcore (you should be spawned straight to the beach on first join)
Rin
4 Hours Ago
Fix not being able to research animal fence & gate via research table
5 Hours Ago
Allow milk stacking if the skim timer is within 1m Allow milk skimming to work even if Server.foodSpoiling convar is off
Today
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Rin
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Rin
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Rin
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Rin
Today
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Today
Tweak scrap heli dismount points so it doesnt always dismount you on the front
Today
merge from main
Yesterday
Make cows actually line up with troughs to eat + play the correct animation Make a system so that we can align any animal with props without turn in place (maybe handy for cars mounting/unmounting?)
Yesterday
Optimize path following further following Daniel's leads: - support full batching, serial path no longer needed even if some NPCs can swim or open doors, move requests are queued for next batch - better use of unity's TransformAccessArray to avoid native overhead (don't set to null, do not re-build every batch instead persistent w stable identities) - iterate forward instead of backward (ListHashSet is slower backward, + has RemoveUnordered so iterating backward to delete is not really needed) - skip IsUnityNull checks that's no longer needed
2 Days Ago
Make sail wind behavior fully server sided - used to evaluate on both client & server so it could mismatch - client now just waits for server to send the flag - convar "sailblockedupdateinterval" to control the 5s polling the sail does to see if it's blocked (same interval as before)
2 Days Ago
scrap king - updated texture atlases, meshes
2 Days Ago
Gun tests
2 Days Ago
Breakroom progress
2 Days Ago
Run is cancelled when the client is disconnected Client can use fixture convars More client base combat entity tests
2 Days Ago
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2 Days Ago
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2 Days Ago
fix vclouds still disappearing in cargo hold in brp
3 Days Ago
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3 Days Ago
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3 Days Ago
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3 Days Ago
Client tests are added to the CI test list
3 Days Ago
Fixed a bunch of failing tests
3 Days Ago
Randomised Room K WIP
3 Days Ago
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3 Days Ago
Cows outside of navmesh kill themselves like other AIs
3 Days Ago
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3 Days Ago
Cleaned up test ores Added client test spawning all base combat entity and looking for errors
3 Days Ago
fix billboard clouds flickering in front of foreground objects in RRP (OnBeginRendering callback needs to happen before culling)
3 Days Ago
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3 Days Ago
Fixed test runner window not drawing tests sharing the same categories in two different realms
3 Days Ago
update for the underground medium station
3 Days Ago
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3 Days Ago
Cherrypick 166654
3 Days Ago
complete the revert of culling water/clouds when underground, causing issues, will revisit
3 Days Ago
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3 Days Ago
Fix blue particles when shearing sheep
3 Days Ago
Merge from livestock_hotfixes
3 Days Ago
Merge from main
3 Days Ago
Fix broken test, fix cow unfreezing its needs / aging when bonded not being saved
3 Days Ago
removed unused attachment gameobjects from viewmodel prefab
3 Days Ago
Halloween Wallpapers - small texture fix and icon rerender
3 Days Ago
Client test categories