158,739 Commits over 4,566 Days - 1.45cph!

11 Days Ago
Merge from main
11 Days Ago
Experimenting with a way to unload/reload terrain configs at runtime so we don't need to have main land + deep sea in all quality levels loaded at the same time Would save 150mb of memory if we can pull it off
11 Days Ago
Elevator lighting and flare glitch fix.
11 Days Ago
Fixed fluid switch visual feedback being broken at low object detail level.
11 Days Ago
Allow optional objectives to be omitted from missions, essentially discarding the objective due to them being unable to be completed but still allowing the rest of the mission to be played through Allows underwater labs mission to be playable even if a lab has only 1 boombox
11 Days Ago
Fix IO entities not being reassigned after the convar for "should IO entities be occluded" is changed - fixes the failing test properly - not planning on supporting IO entities for a while as it's complex to handle the occlusion of wires, but keeping the convar to make testing easier
11 Days Ago
merge from main -> base_occlusion
11 Days Ago
Disable room occlusion test that is failing (toggling IO entity convar and server updating automatically)
11 Days Ago
merge from biofuel_generator_calorie_override -> main
11 Days Ago
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Lower raw fish from 40 -> 10 biofuel calories Lower cooked fish from 60 -> 20 biofuel calories
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Override potatoes from 125 -> 40 calories for biofuel generator
11 Days Ago
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11 Days Ago
Added an optional "Align to Local X" bool to Additive Billboard. (Defaults to off) Lets us have elongated fluorescent distance flares where the fixture is hanging vertically (ie. Floating City lights won't look like a cross) Tweaked all the relevant light fixture materials to use it where applicable.
11 Days Ago
removed unneeded scope attachments from entity prefab
11 Days Ago
merge from critter_animals
11 Days Ago
fix critter bugs - frog animator error on spawn/despawn - spamming log for turtles when unpausing - jellyfish population not spawning in jellyfish
11 Days Ago
Shears first pass animations and set up
11 Days Ago
Only round up foods using their default calorie value and give out <1 LGF each (raw beef, grubs, etc) - don't round up foods that we explicitly override
11 Days Ago
Fix deploy anim when swapping from torch to building plan
11 Days Ago
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11 Days Ago
Added client tests to check the livestock player colliders Livestock_SprintingIntoItDoesNotCrouchThePlayer is failing currently, its a broader issue we have causing the players to auto crouch when running into things
11 Days Ago
11 Days Ago
Allow items that give out <1 LGF each to accumulate leftover LGF too
11 Days Ago
Fix lead breaking easily, show sheep genes, fix tests
11 Days Ago
Fix some tests
11 Days Ago
Optimised sheep and lamb textures sizes
11 Days Ago
Added client side player movement blocker colliders to all livestock animals. They only collide with players
11 Days Ago
cherry pick 166226 fix
11 Days Ago
Merge: from playermovement_connect_nre - Bugfix for out of order snapshots on player connect triggering NRE Tests: booted into craggy
11 Days Ago
Fix sheep idle baa sounds not working, they became unlinked
11 Days Ago
Bugfix: fix playermovement NRE when initializing a parented player Can happen if snapshots arrive out of order on connect Tests: booted into craggy
11 Days Ago
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11 Days Ago
fix viewmodels disappearing when switching back to BRP with RRP being initially enabled on game launch
11 Days Ago
Allow consumables to override the calories provided to the biofuel generator
11 Days Ago
merge from Livestock_animals
11 Days Ago
exported updated nailgun refesh vm anims
11 Days Ago
Added sound events to viewmodel reload
11 Days Ago
Merge from airwolf_repairable_pad
11 Days Ago
Remove serialized field for vehicle spawner repairable pad, now finds nearby pad when spawned
11 Days Ago
set up new worldmodel prefab
11 Days Ago
Ton of refactor/rework for new centralised system for food, cooking and pie visual config - now all configured on the item definition instead of a bunch of place.
11 Days Ago
Adjust UI inventory blur to use new grabpasses
11 Days Ago
Merge from main
11 Days Ago
merge from analytics_signs -> main
11 Days Ago
Add "frame number" so we know which frame of a neon sign is being modified
11 Days Ago
added and edited ultra wide screen component to nailgun viewmodel prefab. removed old gun mesh
11 Days Ago
Harbor 2 - boarded up more windows that allowed to see into the loot room
11 Days Ago
Add analytics for signs being painted