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14,627 Commits over 2,619 Days - 0.23cph!

Today
Rework mesh test, it was getting false positives from fbx files that contained the collision and visual meshes (which we shouldn't do, but it's not a big deal in this case) Added an automated fix process to run the same check and then fix up those settings, might remove it once we update everything No fbx's modified in this commit, it's changed 2900 meta files so I need to do some spot checks
Today
Remove Mesh_MeshCollider_NoImportedMaterial test, it now gets covered by Mesh_MeshCollider_ImportSettings
Today
Removed PropRenderers from 32 prefabs that don't need them
Today
Icon generator window refactor Can now be run from anywhere, regardless of scene Runs a realtime viewport with moue controls for zooming, panning and rotating Added a button to match another prop renderer, copies all of the settings from one prop renderer to another Added an overlay option, loads a sprite and overlays it on the viewport with a fade slider so we can eyeball match icons Open icon generator button int he inspector now opens the window, doesn't change scene Fixed prefabs that have a PropRenderer but were not found in the icon generator list - any PropRenderer in the project will now appear in the list after a refresh (refresh takes twice as long though)
Today
Fixed a few places where we were caching a static reference to the scrap item def, we have ItemLookup in ItemManager that does this for us Deduct scrap when purchasing animals
Today
Merge from main (stomped test list)
Yesterday
Fixed stag not responding to ai select/move commands
Yesterday
Merge from vehicle_panel_nre_fix
Yesterday
Hypothetical fix for NRE on VehicleEditingPanel
Yesterday
Added support for a DroppedItem to call SetEntityAndChildrenDynamic when it stops moving, allowing us to switch a LOD component from dynamic to static This should allow us to use MeshLOD/RendererLOD on dropped items
Yesterday
Added a check to the SceneChecker if a mesh without RendererBatch has > 1000 verts but < 1100 (ie. close)
Yesterday
RendererLOD and MeshLOD converters will now calculate new camera distances when converting from a LODGroup LODGroup measures screen height and our LOD components operate on distance so it's not perfectly 1:1 but it's better than the old hardcoded values Add an inspector warning to the RendererLOD if there is a gap in the LOD settings (eg. LOD0 and 2 have targets, LOD1 is missing) Add an inspector warning to MeshLOD if the same mesh appears multiple times Added automated tests to find all meshes used for collision that calculates tangents, imports blendshapes, cameras, lights or materials
Yesterday
Add the vendor to the ranch, s2p both
Yesterday
Fixed animal leads not working after purchase
Yesterday
First pass on npc's selling baby animals to the player
Yesterday
Possibly fixed the conversation data graph editor sometimes silently dropping newly added conversation nodes
Yesterday
LeadingPlayer is now a Synced field Compile simulator now passes
Yesterday
Fixed most compile errors, still one issue
Yesterday
Merge from lod_preview
Yesterday
Hitch & Trough now has a water container on the right, supports fluid IO Livestock can drink from trough Added a storage adaptor to the food portion of the trough
8 Days Ago
Sheep and lamb ragdolls
8 Days Ago
Calf corpses
8 Days Ago
A few more tweaks to the ragdoll copier to save some clicks Bull ragdoll
8 Days Ago
Cow ragdoll joint improvements
8 Days Ago
Compile fix
8 Days Ago
Manifest
8 Days Ago
New RagdollCopyTool, allows us to copy a ragdoll (joints/ragdolls/colliders) from one hierarchy to another Setup cow corpse/ragdoll, joints are a horror show right now but at least it's setup Should make copying the setup over to the other rigs faster
8 Days Ago
Fix NRE when a livestock animal dies
8 Days Ago
Add an overgrazing mechanic - if too many livestock eat the grass in an area in too short a time they will no longer be able to eat the grass (either take them to some fresh grass or use a trough) If an animal is in an overgrazed area they will display a label on the popup when looked at Adapted from the OverfishedArea mechanic, both systems now share a new DepletedArea class which shares the same grid
8 Days Ago
Disable shield compatibility with flashlight
8 Days Ago
Update the item information panel when a player changes the selected skin when crafting Fixes egg vision not appearing when changing between wolf headress skins
8 Days Ago
Fixed some inconsistencies with showing candy/egg vision on the crafting/inventory screen
9 Days Ago
Fix fuse insert clan events not getting fired multiple times if someone inserts multiple fuses in the same container opening session
9 Days Ago
Clean up allocation when mounting a car
9 Days Ago
Removed a 296b allocation every time the player zoomed in using a scope Hardened GetScopeMod to try and prevent a rare NRE
9 Days Ago
Added an overlay opacity slider to the preview tool
9 Days Ago
Merge from effect_recycle_glass_fix
9 Days Ago
detachTime and recycleTime is no longer read only Don't set those times to 0 at build time if no particle system is present Temporary fix for this month, needs a nicer fix next month as those fields should be readonly
9 Days Ago
Hooked up randomisation on alien costume vm
9 Days Ago
Merge from vm_randomisation
9 Days Ago
Merge from main
9 Days Ago
New milk item placeholder
9 Days Ago
If an item id doesn't match the shortname, show an error in the inspector with a fix button
9 Days Ago
Hooked up fur shader toggle when shearing is ready Added readytomilk and readytoshear debug commands
9 Days Ago
ai.showstate now parents it's Ddraw labels, looks a lot smoother
9 Days Ago
Animals can now eat from a trough, will prioritise that over grazing on grass
10 Days Ago
Shearing interaction
10 Days Ago
Renamed the "Horse Dung" item to just "Dung" (left the prefab/item def names referencing horse, no point changing those)
10 Days Ago
Hooked up male calf prefab/material
10 Days Ago
Merge from main