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12,543 Commits over 2,619 Days - 0.20cph!

1 Hour Ago
Fix NRE when a livestock animal dies
1 Hour 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
2 Hours Ago
Disable shield compatibility with flashlight
3 Hours 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
3 Hours Ago
Fixed some inconsistencies with showing candy/egg vision on the crafting/inventory screen
5 Hours Ago
Fix fuse insert clan events not getting fired multiple times if someone inserts multiple fuses in the same container opening session
5 Hours Ago
Clean up allocation when mounting a car
5 Hours Ago
Removed a 296b allocation every time the player zoomed in using a scope Hardened GetScopeMod to try and prevent a rare NRE
Today
Added an overlay opacity slider to the preview tool
Today
Merge from effect_recycle_glass_fix
Today
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
Yesterday
Hooked up randomisation on alien costume vm
Yesterday
Merge from vm_randomisation
Yesterday
Merge from main
Yesterday
New milk item placeholder
Yesterday
If an item id doesn't match the shortname, show an error in the inspector with a fix button
Yesterday
Hooked up fur shader toggle when shearing is ready Added readytomilk and readytoshear debug commands
Yesterday
ai.showstate now parents it's Ddraw labels, looks a lot smoother
Yesterday
Animals can now eat from a trough, will prioritise that over grazing on grass
Yesterday
Shearing interaction
Yesterday
Renamed the "Horse Dung" item to just "Dung" (left the prefab/item def names referencing horse, no point changing those)
Yesterday
Hooked up male calf prefab/material
Yesterday
Merge from main
Yesterday
Merge from main
Yesterday
Show a mesh quality slider when previewing a LOD, allows us to quickly see what things look like at different quality settings
Yesterday
Merge from footstep_heavy_armour_fix
Yesterday
Fixed player footsteps not playing when slowed by excessive amount of armour Affects players wearing full plate set as well as diving fins while walking on land
Yesterday
Merge from tc_auth_group_tests (only count a codelock if it has greater than 2 users authed on it)
Yesterday
Added LOD preview mode to the RendererLOD, MeshLOD and MeshCull inspector When enabled will run the LOD process just for that object in edit mode, so we can test LOD ranges without going into play mode Supports multi select, also draws a box around the object in the scene view with a label for it's LOD Works in prefab editing and in the scene view
Yesterday
Merge from hands_preview_workflow (includes changes from main)
Yesterday
Add back filename check
2 Days Ago
Cleaned up some edge cases Added a toggle to the animation inspector itself and added a text readout of what meshes were detected and loaded
2 Days Ago
Proof of concept of an automated editor utility that inserts the viewmodel hands mesh into the animation inspector preview window if no hands mesh is present Allows us to still use the animation preview window once the hand mesh has been removed from the rig file Uses some naming semantics to try and resolve what the actual mesh that should be displayed should be, this is probably where we'll feel some pain for this system If the animation file ends in _anim it will check for a file ending in _rig, then fall back to looking for a file without the _anim suffix So v_bow_anims.fbx will look for v_bow_rig.fbx, failing that it will look for v_bow.fbx The preview window will then load that fbx and the hands model if needed, combine them and feed it into the preview window
2 Days Ago
Added new ViewmodelClothingRandomiser component Allows us to mirror the randomisation applied to a Wearable to it's viewmodel in case that randomisation affects the arms Component has a groups array like the Random section of the Wearable, when used the group count needs to match (as we'll just copy over which "group" was activated)
2 Days Ago
Merge from heavy_helmet_audio
2 Days Ago
In game player voices are now also muffled by heavy plate helmet Increased volume reduction (was 2400, now 1800)
2 Days Ago
Merge from main
2 Days Ago
Merge from glass_ar
2 Days Ago
Add new HideLods and ShowLods animation events, same as Show/Hide but will iterate over lods 0-4 of the object provided eg. Called with w_ar_glass_mag_full_LOD0, this will also show/hide LOD0,1,2,3 if they exist All showing/hiding events now uses a lazily loaded cached renderer list so we pay slightly more the first time an animation event is fired but subsequent calls are faster and allocation free (was allocating 40b each animation event) Updated glass ak reload to use new events
2 Days Ago
Merge from deepsea_terrain_everywhere
2 Days Ago
Swap the ocean colour as well
5 Days Ago
Merge from main
5 Days Ago
Merge from statesync_event_fix
5 Days Ago
Proper fix for events double firing when using the StateSync component When scrubbing an animation from normalized time 1 -> 0 Unity plays all events in reverse order :( We now suppress animatione vents for a frame any time we scrub the state backwards Removed the previous fix for this issue in DoEffect as now we've solved the root cause of the issue
5 Days Ago
Manifest
5 Days Ago
Codegen, compile fixes
5 Days Ago
Merge from main (will need codegen)
5 Days Ago
If a code lock has 2 or less authed users skip that lock when calculating the door tax Configurable by decay.upkeep_lock_min_users convar Attempting to exempt player run hotels from being overly taxed, may need to re-evaluate if abused
5 Days Ago
Merge from main
6 Days Ago
Merge from hlod_improvements_aug_26