13,525 Commits over 2,435 Days - 0.23cph!
Switch to BigEndian, fixes static
AAC is working!
Refactor the ShoutcastStreamer to support different underlying codecs, load the appropriate decoder for each stream
MP3 is up and running (already works), AAC is implemented but not quite working yet
Very experimental
▍█▋▉▆▇ ▋▌▅▋ ▄▊▄█▄▉▅▅▍█▌▄▇▌▊▇▆█▆▄▋▉▊▆▍▍
█▆▄▆ ▌█▆▇▄▇▇▌▇▍ ▇▍▋▉▍ ▄▊▌▅█▉▊█▌▍ ▆█▆▆▆▊▍▊ ▋▍█▇▆ ▆▅▅▄▅▅▇▇▄▅ ▊█ ▋▊▄▉▋ ▅▄▇█▋▍▄▊▅ ▇▇▆▄▉█▋█▊ ▄▇ ▉█▆ █▉▅▆▊▋█▄▌ ▅▄▌█▍▋ █▅▅█▄ ▌▄▅▄▉▅▋▆▄ ▄▆▅▊▌▌ ▍▉ ▋▇▌▊▇█ ▅▍▋ ▄▋▊▅▌▅▅█▇█ ▇▅▊█▍▅▍▌ ▍▌▅▊ ▄▌▍█▋▉ ▇▉ ▉ ▄▄▌▅▄▊▌ ▅▄▍▆██▉ █▄▍▍ ▉ ▇▊▆▅ ▉█▊▌▆
Merge from child_dynamic_lods
Manually call SetEntityAndChildrenDynamic on TrainCar to catch any LOD renderers that haven't been marked Dynamic
Fixes some disappearing candles and junk in the caboose carriage and should be more future proof than just modifying the affected renderers one by one
Applied to NexusFerry as well as it had the same issue on the static boxes
▅▉▌▌▊█ ▄▇▄█ ▉▇▇▊▅▍▄▊▉▌▉▍█▌▄▇▊▍▉▇█▄
▉▆▅▊▅▉▊ ▌▍▅▋▉▋▅█ ▆▊▍███ ▊▆▉▍▋▋▇▆▉▅▌█ ▌▋▆▉▅▄▌▇█▉▆▅▄█▍▋▅▄█▆▄▇ ▍▍▉▋█▋ ▆▊ ▇▍▍▅▌█▆▋█▍▊▅▍▅▄ ▇▌▇▌▊▄ █▊ ▉▇ █▋▆ ▍▇▊▄▄▌▅▆ ▆▌▉▉▉█ ▊▉▊▌█▋▌ ▆▌▄▍▊▉ ▌▇ █▌█▊▍▋▄▆▊ ▅▄▄▌▅▄▌▇▄▊▌▄▌▉▄ ▄▇ ▋▉▉▄▇▇▆▍▋ ▄▄▌▊▋ ▉▇▍▊▇▋▄▅▌▆▉ ▉▌▄▆▉▆█▊ ▉▍▉ ▊▉▌▊▋▍▇▍▋█ █▍▆▋ ▍▌▊ ▆▇ ▊▊▇▉▋█▆▊ ▅▋▊ ▆▄ ▋▄▊█▌▋▄▅ ▋▍█▅▅▍▋█▊ █▌▇▅▇▌ ▇▄▄▅ █▆▆▅▅▅█▆▅▅▉▍▍▆▆▍▋▌▇▊▉█▅▉▇▋▍ ▌▇▆ ▇▇▋▉▉▌▉▋▆▍ ▋▋ ▉▇▅ █▍▅▍█▄█ ▊█▊▍▅▊ ▌█▆▉ ▌▍▌▅▆▇▊▇█ ▄▉ ▇▍▌▍▌ ▇▌▌▌▍▍▅▌▊▆ ▍▊▋▌▍ ▌▋▅▍▉▉▍ ▆▉█▉ ▄ ▄▌▆▉▋▄ ▆▆▄▉
Merge from main, lots of conflicts
All merged successfully except for syringe, used the version from main as that was recently updated
PlayerAnimation controller merged automatically, will need verifying
Merge from demo_shot_track_dubbing
Split position/rotation tracks into two again
Update SillyHorseMask.Skeleton
Add BoneRetarget components to the Neck bones, this was causing bones to go missing during the skin retargeting
Merge from demo_shot_track_dubbing
Combine Position/Rotation into one track (feels weird to just modify one)
SetMountedAnimationSpeed will now be called all the time while mounted, regardless of what ForceUpdatePlayerModel returns
Added Save As.. functionality
Removed Mute tool
Escape cancels dubbing
▇▊▇▊▌▉ ▌▄▋▇ ▍▍▉▉▍▄█▄▇▄█▌▇▆▍▉▆▋█▉▄▉
▌▇▊█▇▊▇ ▉▊▄ ▅▅▌▄▆ █▄█▆▊▇▊▅▍▌ ▍█▅▅▋▋▇█ ▅▆ ▌▊▋▇▆ ▊▆▊▋ ▌▄▊▆ ▌▉█▆▅▄▍▆▅▋▊█▆▆▇▌▆▌▋▋ ▋▇▋▆▅▄▄▄▍█ ▄▋▇▅▆ ▊▇█▅▇▅ ▄▋▌▅▍▍▇ ▌▌█▍▇ ▌██▋▅▅▄ ▄▍ ▆▋▋▌▄
Merge from armored_ladder_hatch
Adjusted position of square hatch to match the regular hatch
Merge from ladder_hatch_offset_fix
Merge from divesite_e_crate_adjustments
Merge from easter2026_dlc
Merge from coloured_buttons
Merge from shield_recoil_fix
Fixed shields causing recoil to the attacking player when hit with ranged weapons, should only happen for melee hits
Merge from fog_map_edge_fix
Possibly fixed small strip of pixels that get revealed on the far edge of the map when fog of war is active
Added a button to clear the current attachment
Easter and halloween event UI can now be left active, the appropriate UI will turn on based on the active event
Saves us switching them over twice a year
Better fix for Top bunnies leaderboard in demo
Remove EggUpdater, replace with a PersistentObjectWorkQueue
Unsure how this is breaking in builds, at lteast this is a simpler approach
Added an Attachment label, use this to populate the Icon Renderer
Fix missing attachment slot on manager
Add ownership check to Picker
Update attachment visibility if player changes perspective
Cache animation clip values on the RootMotionData class, access those instead of the direct animation clip at runtime
Strip all AI meshes from the server (including animations)
Merge from hackweek_server_mesh_cull
Added an editor test to check all mesh colliders on every prefab in the project for the r/w flag
This is going to be a trickier issue to debug now that non r/w meshes are being stripped from the server - in the past they would throw an error on startup which would make it easy to find offending meshes, but now they will just not collide with anything
Checks 4095 prefabs, takes about 10 minutes
Enabled r/w on 32 meshes, test passes
Commit 1/2 because of plastic