139,154 Commits over 4,474 Days - 1.30cph!

Yesterday
Added the DarBoardReticule shader
Yesterday
merge from main
Yesterday
pooltable - updated guide model to match wide deploy bounds
Yesterday
pooltable - adjusted wide deploy volume to prevent getting stuck when dismount on short side
Yesterday
pooltable - added corner floor guides to help with placement inside bases
Yesterday
set up viewmodel renderer
Yesterday
Updated description
Yesterday
removed unused model prefab
Yesterday
Thruster buttons
Yesterday
new rock sculpture model and temp ao/normal textures. scale broken
Yesterday
Update: add a bunch of perf counters to try to track down the spike source - slightly amend Enqueue to help progress swap before creating a new segment if it failed The spikes are from GC collection events, likely triggered by excessive trashing of segments(after 10 runs - 106 created, 97 trashed) Tests: ran AllocDeallocMTShortLived(32, false) perf test
Yesterday
merge from uibindings_nre_fix
Yesterday
Fix attempt for the UI bindings NRE spam
Yesterday
Control screen wip
Yesterday
jukebox - added gibs - updated material and prefab
Yesterday
Dismount the player from the pooltable if theres no ground beneath them
Yesterday
pool: add more profiling everywhere
Yesterday
Offline screen finished. Removed some now dead UI code.
Yesterday
Bar Wallpapers - fixes and renames
Yesterday
assigned concrete physics mat to block
Yesterday
R/W satellite_crashed_col
Yesterday
Cooldown screen wip
Yesterday
merge from crafting_stall_fix
Yesterday
fixed clipping issues with barstool mounts
Yesterday
Fixed the 1s client stall when opening the crafting menu for the first time We now warmup the steam item definitions when they load, so the first ItemDefinition.skins2 call hits cached properties instead of doing thousands of cold native Steamworks calls (caused by the PlayerBlueprints.HasUnlocked recent optims)
Rin
Yesterday
Added heavy fuse spawn to crate_normal and crate_normal2 Removed spawns from LootSpawn.RadTown1 and LootSpawn.RadTown2.
Yesterday
merge from main
Yesterday
Locked screen finished
Yesterday
Merge from PMM
Yesterday
updated the pipe_hole mesh to be shaped more like junkpiles mounds
Yesterday
back from trip, big merge from main
Yesterday
fixed gas station interior LOD1 borked material assignment underground
Yesterday
Livestok animals now flee if a loud noise like a gunshot is heard nearby
Rin
Yesterday
Another heavy fuse loot table pass
Yesterday
Fixed missing interact collider on lamb Fixed following behaviour not working due to grazing taking priority If an animal is hurt while being led they will forget about who they were following after they flee
Yesterday
Aging boilerplate Expose a TimeToGrow field on livestock, when this time is reached they are replaced with a provided next stage prefab If no next stage is provided then the animal is just killed (old age?) Added livestockanimal.ageuplivestock that will age up the nearest animal with 20m
Yesterday
Lamb setup Fixed prevent building volumes too large on all livestock
Yesterday
Sheep hitboxes
Yesterday
Created a tool to copy hitbox definitions from one skeleton to another with an optional scale multiplier (not needed in this case as the animator root is scaled, not bones) Set up calf hitboxes
Yesterday
Fixed hitboxes on cow
Yesterday
Merge from main
Yesterday
Merge from powergrid
Yesterday
pool table sounds first pass
Yesterday
Merge from redirect_crafting_fix
Yesterday
dart board sounds first pass
Yesterday
Rock sculpture impact fx & related files.
Yesterday
Fixed item crafting not accepting redirect skins as ingredients Fixes not being able to craft a stone spear with a NY wooden spear
Yesterday
Fixed those gas station fixtures.
Yesterday
Steeper satellite crash terrain overlay, for better hill support.
Yesterday
Merge from CompassShieldViewmodel