157,465 Commits over 4,536 Days - 1.45cph!

11 Minutes Ago
Fix teammates not being able to let themselves out of doors when inside them - caused by apartment rooms losing their reference to the front door after the restart - while the owner could still go in and out, the "anyone can let themselves out" wouldn't work - would only happen if the server restarted after you purchased a room
13 Minutes Ago
fix stutter in underwater color grading transition
13 Minutes Ago
update to pillbox collision more detailed collsiion for sandbag barricade - but it still defaults to convex
13 Minutes Ago
keep rendering water in underwater labs since the moonpool is there
1 Hour Ago
merge from critter_animals
1 Hour Ago
add transition from startle->flee state for when critters get hurt while they are currently startled
1 Hour Ago
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2 Hours Ago
merge from fix_elevator_snapshot_nre -> main
2 Hours Ago
Fix destroyed elevator floor causing NRE in ElevatorStatic.Save()
3 Hours Ago
Moved radtown loot crate even further away from the window to prevent cheating
3 Hours Ago
Moved loot crate in trainyard powergrid loot room and blocked off windows and railings with plywood and collider blockers
3 Hours Ago
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3 Hours Ago
merge from fix_crash_uploader_release -> main
3 Hours Ago
Fix crashes from previous updates being uploaded despite not having the sentry tags written - don't upload old crashes (if we made it past bootstrap but didn't write a crash marker) - still upload crashes that never made it to bootstrap (since this is before crash marker could be written) - tag crashes that didn't make it to bootstrap as "bootstrap crashes" so we can see what crashes happened really early - if we find a bunch of crashes happening before bootstrap we will find a way to include the actual changeset (since we don't read changeset until we get to bootstrap)
3 Hours Ago
fix mortar desync when reconnecting/entering network range
3 Hours Ago
Harbor 1 reenabled HLOD
3 Hours Ago
Boarded up gaps that you could shoot through into the loot room in Harbor 1
4 Hours Ago
Boarded up all windows that allowed for looking into and shooting into the loot room in Harbor 2
4 Hours Ago
sheep sound volume tweaks
4 Hours Ago
switch biofuel generator sound classes so its active loops are occluded
4 Hours Ago
remake model renaming
4 Hours Ago
Merge: from poolanalyzer_validatepooledlist - 4 bugfixes for invalid object recycling Tests: booted unity editor, no errors. booted to craggy
5 Hours Ago
updates to 3p setup following merge from main Removed the SprintController from the entity - with the hold type gone its guard never passes, sprint pose stayed at 1 on the right arm and hid everything the anim subsystem was doing. Added an Aiming bool plus IdleAim/AttackAim on the 3p_nailgun_aim clips that were sitting unused in the FBX, one handed to match the rest of the weapon, and pointed the subsystem's AimingParameter at it.
5 Hours Ago
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5 Hours Ago
Update: PoolAnalyzer now stop from assigning PooledList to List fields in ProtoBufs - fixed errors found in our code - release bin from 9bf2cc09 This causes recycling back to wrong pool(List) once protobuf is done with the object Tests: unit tests + editor compiles
5 Hours Ago
2 more attributes
5 Hours Ago
5 Hours Ago
Fix attempting to transfer water sources between rooms (sinks)
5 Hours Ago
remove dolly preview
5 Hours Ago
Moved things into standalone prefabs.
5 Hours Ago
add step height to crabs so they dont glitch up cliffs and things add another batched raycast to the crabs for obstacle avoidance so they dont glitch into walls add crabs/jellyfish swarm scripts to budgeted queue fix crabs glitchy leg speeds (i think) replace jellyfish water checks with a batched version
5 Hours Ago
Halloween Wallpapers - texture update
5 Hours Ago
If fake steam ids are off when using the multiplayer unity editor display a popup telling us that it needs to be enabled
6 Hours Ago
merge from Plague_Hazmat
Today
- re-added settings for viewmodel prefab
Today
Stripping viewmodel arms from v rig export
Today
merge from sv_console_terminal_fix
Today
Make livestock match the player speed when being led, avoid annoying lead breaks / having to wait for them all the time
Today
Fix floating animals, improve idle performance
Today
Sheepwool settings adjusted to minimise LOD popping. and changed sheepfur lod shader type and settings to help minimise LOD popping
Today
Reduced the number of shadow map samples during the blocker search and added an early out for fragments with no blockers to avoid the PCF loop
Today
Added destroy sounds to sandbag barricades
Today
merge from main
Today
merge from biofuel branch with stirring idle anim update
Today
Added some open fence gates to ranch and large barn so you can get to and from the vendor better
Rin
Today
merge from sandbagbarricade_monument_fix
Today
fix frog long first jump fix pooled frog stuck in dead animation
Today
merge from main
Today
merge from main
Today
stirrer position fix