141,109 Commits over 4,505 Days - 1.31cph!

4 Days Ago
Converted DummySwitch (monument specific switches)
4 Days Ago
Reapply GunnerTest
4 Days Ago
merge from main need to reapply 2 changes
4 Days Ago
Regenerate testlist, all new ones pass
4 Days Ago
Manually reduce network range of VineSwingMountable and GenericMissionLootContainerReusable(not in tests due to not having LODs, but should be good to reduce)
4 Days Ago
Reduce network range to 128m for: - loot_trash - door.hinged.cargo_ship - door.hinged.vent - fogmachine - turret_attackheli - door.hinged.tugboat.door - _base_car_chassis.entity - modular_car_camper_storage - ziplinemountable - _cardtable_base - cctv.static - clan.table - audioalarm - cabletunnel - doormanipulator - pressbutton_officeelevatordown - pressbutton_trainstairwell - wheelswitch - big_wheel - bigwheelbettingterminal - smallcandleset - marketterminal - sled.deployed - dynamicmissionstash - logstash - missionstash - explosive.timed.deployed - explosive.timed.entity - metal_detector_flag_deepsea.entity - metal_detector_flag.entity - survey_charge - gunnertest - boombox.static - cassetterecorder.deployed - connectedspeaker.deployed.static - microphonestand.deployed.static
4 Days Ago
merge from fix_airfield_powergrid_indicators
4 Days Ago
apply to scene, S2P airfield
4 Days Ago
better fix, 3 lights on bottom for door and improved scaling
4 Days Ago
Added new honey bandage icon
4 Days Ago
New automated test looking for entities that cull <128m but have network range 256m (can safely be reduced to 128m), uses Ian's network range audit tool Finds 36 leftover cases, need to double check none of them cause issues when reduced
4 Days Ago
updated texture res for wood armour jacket and pants. set to 1k
4 Days Ago
- Various fixes to stop editor multiplayer servers from freaking out when spun up independently (allowing multiple servers to run) - Cleanup SteamClient valid checks - Setup a bunch of new scenarios
4 Days Ago
Prefab setup and set dressing/look dev exploration in small room variants J, K, L. Updated mani
4 Days Ago
Updated wood armour helmet shading and updated textures. set texture resolution to 1k
5 Days Ago
merge from main
5 Days Ago
merge from vehicle_pooling
5 Days Ago
merge from existing fix branch: airfield_powergrid_light_fix
5 Days Ago
merge from fix_airfield_powergrid_indicators
5 Days Ago
Merge from main
5 Days Ago
More automated tests for croc/wolf/tiger foundation jump/destroy behaviors, fix bug where cancelled/stale tile request would delete the tile after failing
5 Days Ago
Misc code improvements for StagedRendererLOD
5 Days Ago
S2P airfield
5 Days Ago
fix offcenter and upsidedown airfield powergrid indicators
5 Days Ago
Updated gate to look more "gate-y"
5 Days Ago
merge from medical_honey_bandage
5 Days Ago
fixed muzzle brake flash offset after 3p position corrections for: SKS, HMsmg, HMlmg, m92, mp5 and m4 shotgun now matches assault rifle position
5 Days Ago
square steam images for ice king set
5 Days Ago
merge from main
5 Days Ago
merge from main
5 Days Ago
Instant health 8 -> 10 Healing over time 0 -> 4
5 Days Ago
new store description for ice king pack, and square steam images for patterned sofa
5 Days Ago
Add ability to test mutiple virtual clients through just one editor, meaning we no longer need to maintain multiple projects to test multiplayer. Uses the Unity multiplayer playmodepackage. - Setup scenarios for 2,3 and 4 players - Guard a bunch of steam stuff that results in NREs on multiplayer playmode
5 Days Ago
Test list Reapplied discarded network range changes
5 Days Ago
merge from main
5 Days Ago
merge from io_networkrange
5 Days Ago
Updated the network range of most player deployed IO prefabs, reduced network distance on 48 prefabs
5 Days Ago
Flare animation updates
5 Days Ago
Converted card reader, added new tests BaseDetector cleanup
5 Days Ago
Merge from main
5 Days Ago
Added fence mesh for deployable and a fence gate mesh for testing.
5 Days Ago
Fix sprinklers not spraying after a restart, and spraying without watering One behaviour change - a sprinkler now needs water >= 2 to run. It has always needed that to actually water things but previously it would still show the water spraying pfx if the sprinkler was receiving one water
5 Days Ago
Merge from PlayerMaintainedMonuments
5 Days Ago
Merge from main
5 Days Ago
Added a missing stencil block to the Generic shader's deferred pass
5 Days Ago
Merge from pole_entity_delete
5 Days Ago
Manifest Commit meta files from new recycler variant prefabs
5 Days Ago
Made the Stone Sculpture shader work with RRP and removed some unnecessary shader passes that would have caused the shader to generate more variants
5 Days Ago
Delete powerline pole entity Add comment component to powerline_pole_a
5 Days Ago
merge from creative_indicator_fix