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14,639 Commits over 2,619 Days - 0.23cph!

Today
Fixed duplicate LODGroups on Bull, cow, lamb and sheep ragdolls
Today
Fix animation NRE in Trans_ChasedFromBehind Fixed labels on livestock prefabs Add new meat to manifest Fixed missing parameter on sheep state machine
Today
Hacky compile fix to get builds working
Today
Merge from main
Today
Merge from sep_2026_mesh_checks
Today
Merge from main
Today
Merge from icon_generator_rework
Today
Alt dragging now rotates the light of the icon
Today
Merge from main
Today
Merge from torch_hash_warning_fix
Yesterday
Fixed hash warning when hitting an object with a torch
Yesterday
Remove tangents, blend shapes from 2716 collision fbx's The tangent change might actually be a decent memory saving, in some cases removing this halves the memory size of the mesh Collision meshes aren't big so we're talking a couple of kb's
Yesterday
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
Yesterday
Remove Mesh_MeshCollider_NoImportedMaterial test, it now gets covered by Mesh_MeshCollider_ImportSettings
Yesterday
Removed PropRenderers from 32 prefabs that don't need them
Yesterday
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)
Yesterday
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
Yesterday
Merge from main (stomped test list)
2 Days Ago
Fixed stag not responding to ai select/move commands
2 Days Ago
Merge from vehicle_panel_nre_fix
2 Days Ago
Hypothetical fix for NRE on VehicleEditingPanel
2 Days Ago
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
3 Days Ago
Added a check to the SceneChecker if a mesh without RendererBatch has > 1000 verts but < 1100 (ie. close)
3 Days Ago
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
3 Days Ago
Add the vendor to the ranch, s2p both
3 Days Ago
Fixed animal leads not working after purchase
3 Days Ago
First pass on npc's selling baby animals to the player
3 Days Ago
Possibly fixed the conversation data graph editor sometimes silently dropping newly added conversation nodes
3 Days Ago
LeadingPlayer is now a Synced field Compile simulator now passes
3 Days Ago
Fixed most compile errors, still one issue
3 Days Ago
Merge from lod_preview
3 Days Ago
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
9 Days Ago
Sheep and lamb ragdolls
9 Days Ago
Calf corpses
9 Days Ago
A few more tweaks to the ragdoll copier to save some clicks Bull ragdoll
9 Days Ago
Cow ragdoll joint improvements
9 Days Ago
Compile fix
9 Days Ago
Manifest
9 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
10 Days Ago
Fix NRE when a livestock animal dies
10 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
10 Days Ago
Disable shield compatibility with flashlight
10 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
10 Days Ago
Fixed some inconsistencies with showing candy/egg vision on the crafting/inventory screen
10 Days Ago
Fix fuse insert clan events not getting fired multiple times if someone inserts multiple fuses in the same container opening session
10 Days Ago
Clean up allocation when mounting a car
10 Days Ago
Removed a 296b allocation every time the player zoomed in using a scope Hardened GetScopeMod to try and prevent a rare NRE
10 Days Ago
Added an overlay opacity slider to the preview tool
10 Days Ago
Merge from effect_recycle_glass_fix
10 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