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14,654 Commits over 2,619 Days - 0.23cph!

Today
Fixed multiple animals nearby a vehicle not working Sheep prefab changes
Today
Added support for mounting gen2 ai Works via a new NPCMountable component, parents the entity directly (no reposition on frame like regular BasePlayermounting) Supports playing an animation to mount, just teleports for now though
Today
Fixed sheep not pooping
Today
Disabled shear collider on lamb (not used)
Today
Converted all cow meat prefabs and references to beef
Today
Fixed some overlapping colliders on the calf male ragdoll
Today
Fixed lod groups on calf corpses
Today
Added a test to catch any skeleton assets with null bones, all pass
Today
Removed the null bones from the cow skeleton asset Game manifest will no longer error out if a null bone is in the list, just prints a warning
Today
Merge from vm_hand_spawn
Today
Fixed mini crossbow nre
Today
Merge from vm_hand_spawn
Today
Fixed name parsing to account for v_portableboombox._anims
Today
Don't try and load hand mesh inspector if model has no animations enabled Suppress error message when rebind doesn't work
Today
Merge from main
3 Days Ago
Fixed duplicate LODGroups on Bull, cow, lamb and sheep ragdolls
3 Days Ago
Fix animation NRE in Trans_ChasedFromBehind Fixed labels on livestock prefabs Add new meat to manifest Fixed missing parameter on sheep state machine
4 Days Ago
Hacky compile fix to get builds working
4 Days Ago
Merge from main
4 Days Ago
Merge from sep_2026_mesh_checks
4 Days Ago
Merge from main
4 Days Ago
Merge from icon_generator_rework
4 Days Ago
Alt dragging now rotates the light of the icon
4 Days Ago
Merge from main
4 Days Ago
Merge from torch_hash_warning_fix
4 Days Ago
Fixed hash warning when hitting an object with a torch
4 Days Ago
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
4 Days Ago
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
4 Days Ago
Remove Mesh_MeshCollider_NoImportedMaterial test, it now gets covered by Mesh_MeshCollider_ImportSettings
5 Days Ago
Removed PropRenderers from 32 prefabs that don't need them
5 Days Ago
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)
5 Days Ago
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
5 Days Ago
Merge from main (stomped test list)
5 Days Ago
Fixed stag not responding to ai select/move commands
5 Days Ago
Merge from vehicle_panel_nre_fix
5 Days Ago
Hypothetical fix for NRE on VehicleEditingPanel
5 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
5 Days Ago
Added a check to the SceneChecker if a mesh without RendererBatch has > 1000 verts but < 1100 (ie. close)
5 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
6 Days Ago
Add the vendor to the ranch, s2p both
6 Days Ago
Fixed animal leads not working after purchase
6 Days Ago
First pass on npc's selling baby animals to the player
6 Days Ago
Possibly fixed the conversation data graph editor sometimes silently dropping newly added conversation nodes
6 Days Ago
LeadingPlayer is now a Synced field Compile simulator now passes
6 Days Ago
Fixed most compile errors, still one issue
6 Days Ago
Merge from lod_preview
6 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
12 Days Ago
Sheep and lamb ragdolls
12 Days Ago
Calf corpses
12 Days Ago
A few more tweaks to the ragdoll copier to save some clicks Bull ragdoll