157,302 Commits over 4,536 Days - 1.44cph!

11 Minutes Ago
merge from optimize_blueprint_button -> main
31 Minutes Ago
Compile fix
46 Minutes Ago
Cherrypick CS 160658 - tick blueprint buttons only when crafting menu is open instead of all the time (even when closed)
48 Minutes Ago
merge from automated_testing
49 Minutes Ago
Restored rich pie names + descriptions
1 Hour Ago
merge from render_pipeline_testing
1 Hour Ago
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1 Hour Ago
Added RustNavmeshModifierVolume to the following vehicles: - Both snowmobiles - Sled - Rowboat - Minicopter - Attack helicopter - Scrap heli - Catapult - Battering ram - Siege tower - Sedan (prevents navmesh from generating on top of them)
1 Hour Ago
Implement color grading curves in RRP, fixes deep sea color grading difference between BRP and RRP
1 Hour Ago
compile fix
1 Hour Ago
Fix a missing actionstring on one of the intro speech nodes
1 Hour Ago
Merge from livestock_wool_conversation_fix
1 Hour Ago
Show a dialogue option enquiring about wool with the livestock vendor NPC regardless of wool in player inventory Various other small fixes to conversation tree
1 Hour Ago
merge from Livestock_animals
1 Hour Ago
merge from critter_animals
1 Hour Ago
jobs error fix
1 Hour Ago
melee fixes from 3p_melee_animsystem_updates branch
2 Hours Ago
Melee anim subsystem: stop the weapon sliding out of the hand when you run Added Player_RPropOnly.mask and a third playable in MeleeWeaponAnimationSubSystem that drives r_prop only and never fades with speed, so the arm keeps its run swing but the weapon stays welded to the hand. Switched on via PropMask on boneclub, candycane, machete, salvaged sword, combat & sunken knife,
2 Hours Ago
merge from base_occlusion -> main
3 Hours Ago
merge from Livestock_animals
3 Hours Ago
merge from Livestock_animals/repeltriggers_fix
3 Hours Ago
Remove cow from the repel trigger tests
3 Hours Ago
Merge from livestock_deathfx_fix
3 Hours Ago
Merge from livestock_deathfx_fix
3 Hours Ago
merge from Livestock_animals
3 Hours Ago
merge from Livestock_animals/repeltriggers_fix
3 Hours Ago
Livestock repel triggers tests
3 Hours Ago
Crab walking sound tweak
3 Hours Ago
Added RustNavmeshModifierVolume to the modular car chassis so the navmesh cannot generate on top of them
3 Hours Ago
merge from main
3 Hours Ago
merge from powergrid_loot_fixes
3 Hours Ago
Part2
3 Hours Ago
Fixed powergrid loot not respawning FIxed too big env volume in Harbor 1
3 Hours Ago
Gen2 AI now support repel triggers like gen1, pushed out along the navmesh. Fixes livestock dying under cars from the chassis hurt trigger
3 Hours Ago
merge from critter_animals
3 Hours Ago
Fix death blood splatter FX appearing after livestock completes death animation This was an issue with all ragdolls, all the active FX on the dying entity would restart once the ragdoll became active but it's less obvious on corpses which become ragdolls immediately upon dying
3 Hours Ago
merge from Livestock_animals
3 Hours Ago
merge from main
3 Hours Ago
Fixed GUI errors when using the test runner window causing tests to fail
3 Hours Ago
Fixed test runner window loading editor prefs from different checkouts, causing test list confusion
3 Hours Ago
Codegen
3 Hours Ago
fix after merge conflict
3 Hours Ago
merge from Livestock_animals
3 Hours Ago
Merge: from mt_snapshot_saving - Clean: removal of old MutexPool, hasn't been in use for 2months Tests: booted craggy, ran print_memory
3 Hours Ago
Clean: remove MutexPool - ran codegen Tests: booted craggy, ran print_memory
3 Hours Ago
add crabs audio integration
3 Hours Ago
Merge from Render Pipeline Testing
4 Hours Ago
compiler fix
4 Hours Ago
Merge: from main
4 Hours Ago
Updated Rabbit lods