143,532 Commits over 4,383 Days - 1.36cph!

Today
Bugfix: ServerOcclusion - add defensive checks for suspected spectate mods The mods should be fixed, but at least it won't put servers in a weird state. Tests: none, trivial change
Today
Update error messages to mention the command line argument rather than the convar
- Fixed binocular overlay from sticking around on reconnect - Fixed binocular overlay firing material changes into plastic
Today
Fixed WorkshopCameraKeybindAnchor still using old input system Updated WorkshopEditor scene to remap the inputs
Today
Merge from main
Today
merge from automated_testing
Today
Didnt save
Today
Fix mortar indicator not cleaning up on disconnect
Today
Merge from Main
Today
New Sounds added for the Salvaged Cleaver refresh
Today
Disable new navmesh by default, use command line argument "-useNewNavmesh" instead of convar to make it impossible to change at runtime (as it's not supported)
Today
Bowless Crossbow - added worldmodel with arrow mesh for 3p rig
main -> server_browser_update_2
fix dodgy merge
binoculars_fix -> main
Today
Merge from workbench_upgrades
Today
Add poolable to upgrade visuals
- Codecleanup - New binocular effects toggle at night
Today
Flagged tests that need to be ignored by CI
Today
Batchmode testrunner is now using a dedicated CI testlist by default, can be overriden with any testlist by adding a path to the +autotest command line CI testlist is generated when we generate the regular test list Tests can be excluded from CI with the ExcludeFromCI attribute Test parameter can be filtered too with FilterForCI in TestParameterSource
Today
Do not build the unity navmesh when in recast mode
Today
Assert inside all recast methods that the useUnityNavmesh is false
Today
Progress on parquet floor (replacing concrete floor) in penthouse apartment
Today
Fix generic overlay scaling causing mortar UI to scale the wrong way
Today
Add reset static fields to base screen shake
Today
merge from main
Today
Quick icon panel cleanup. Static RPC guard.
Yesterday
merge from main
Yesterday
merge from placement_ignoreentity
Yesterday
Added an ignore entity field to Construction.Placement that can be used by socket mods down the line This allows us to ignore the entity being upgraded/reskinned when running SimpleUpgrade::IsUpgradeBlocked. Fixes large furnace reskins always failing
Yesterday
Make useUnityNavmesh convar only work on server start, do not build recast navmesh if it's set
Yesterday
mortar anim updates
Yesterday
Merge from SalvagedRecycle - Fixed salvaged workbench upgrade not recycling into anything
Yesterday
- Stop unity complaining about main tex - Ensure ping markers show up
Yesterday
Fixed salvaged workbench upgrade not recycling into anything
Yesterday
marketplace set dressing backup
Yesterday
Remove unused WS methods, fixed more usages of subNavmesh in unity mode
Yesterday
Updated Freestanding Sink Prop Textures
Yesterday
Move mortar shell visual to the prop bone on mortars
Yesterday
Fix cases where rotation could still be using recast in unity mode
Yesterday
Industrial Storage - tweaked icon settings in prefabs
Yesterday
Merge from workbench_upgrades
Yesterday
Merge from test_fixes
Yesterday
Fixed a few more test issues causes by correctly testing all benches. All tests now pass.
Yesterday
changed bowless crossbow steamid to 10492
Yesterday
Fix other cases where it was possible to fallback to recast code path when agent is null but useUnityNavmesh is true
Yesterday
merge from weapon_refresh_salvaged_cleaver
Yesterday
merge from main
Yesterday
Bunch of text fixes. Tests now correctly run on all 4 benches. Tests now output which bench failed a test.
Yesterday
manifest, fixing industrial garage doors not skinning