157,963 Commits over 4,566 Days - 1.44cph!

Yesterday
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Yesterday
merge from minicrossbow_3p_fix
Yesterday
merge from vehiclespawner_auto_fetch
Yesterday
merge from cui_blur_fix
Yesterday
merge from crash_duped_crates_fix
Yesterday
merge from crabs_jellyfish_invisible_fix
Yesterday
merge from Livestock_animals
Yesterday
merge from main
Yesterday
Hook sheep shaving vfx, and tint vfx properly
Yesterday
merge from vclouds_perf_fix
Yesterday
fix bad vcloud perf, reprojection was mistakenly being disabled
Yesterday
electronic chessboard; - game model updated
Yesterday
Added autotest.client command line
Yesterday
Fixed UI_MenuBackgroundVideo.Update NRE
Yesterday
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Yesterday
remove option to disable volumetric clouds
Yesterday
Client can run tests Added +autotesthost for server hosting client tests
Yesterday
Reduce livestock clipping when leading multiple, and at trough
Yesterday
Fix livestock attacking players in vehicles
Yesterday
bug fix for broken rifle orientation when sprinting - Added sprint modifier to the med/jungle/diver ak's
Yesterday
Update: clear more of the world state - don't change nexus state - abort if player isn't fully connected Abandoned trying to support reload in C+S editor, it's a gian can of worms Tests: reloaded on playground
Yesterday
OS/rust/gamepad cursor state fix
Yesterday
main -> character_customisation
Yesterday
Fix potential NRE in codelock inside Codelock.Load()
Yesterday
Fix for head swinging on melee weapons when moving - spine IK override is now a 0-1 rather than a bool - stays so it stays at 1 when standing and aiming, fades out with speed. - fix for IK fighting with base locomotion on subsystem melee weapons - tweaked to keep head lead on turns
Yesterday
Fix lamb and calf colliding with travelling vendor
Yesterday
Fix custom items dragged from vending machine not using the custom icon
Yesterday
fix SSAO applying on top of fog in RRP
Yesterday
Dont mark every replicated convar as saved
Yesterday
Fix minicrossbow playing full reload even for a single partial reload in 3p
Yesterday
Fix mannequin arms on minicrossbow 3p
Yesterday
merge from automated_testing/optims
Yesterday
Cleanup
Yesterday
WIP on Small Random Room K (dorm room) so far - WIP!!
Yesterday
- fix bull still sometimes spamming headbutting on unreachable players - fix bull sometimes stopping entirely and getting stuck when charging a close player - fix rams not aiming their headbutt and charging in random directions - fix rams using the wrong stomp anim - fix procedural look at not being enabled for most anims, which looks off especially with stomp being aimed at the void instead of the target
Yesterday
Fix biofuel generator snapping backwards
Yesterday
AI test category 38min→ ~18min
Yesterday
Fix quick join menu not updating
Yesterday
bean can anim updates. added drop and vm finger positions updated. Also idle to ignite vm anim controller blend edited
Yesterday
Implement proper motion vectors for wind-affected materials like grass, bushes and hair for improved image clarity.
Yesterday
Add initial implementation for AMD FSR 3.1
Yesterday
electronic chessboard; - append chess clock to chessboard prefab - tweak prefab - added guide
Yesterday
Fixed CUI blurred panel not working with RRP
Yesterday
Bugfix: recreate missing important managers on client after reloadmap Tests: reloadmap - saw 10 managers present (previously only net_env was)
Yesterday
electronic chessboard; - split up game model - chess pieces setup - checkers pieces setup - tweaked deployable prefab
Yesterday
Potential fix for cows sliding (suspected pregnant flag)
Yesterday
Possibly fix "LoadPrefab - should start with assets/ - +forward" warning
Yesterday
beegrenade anim updates to work with new drop action
Yesterday
use expanded decor component bounds to early out terrain filters cheaply in decor placement - saves 12s in coastal rocks, barely saves elsewhere - can only do this because we have a cheaper hierarchal query for topology of an area now
Yesterday
Test update