140,607 Commits over 4,505 Days - 1.30cph!

Today
Converted DummySwitch (monument specific switches)
Today
Reapply GunnerTest
Today
merge from main need to reapply 2 changes
Today
Regenerate testlist, all new ones pass
Today
Manually reduce network range of VineSwingMountable and GenericMissionLootContainerReusable(not in tests due to not having LODs, but should be good to reduce)
Today
Reduce network range to 128m for: - loot_trash - door.hinged.cargo_ship - door.hinged.vent - fogmachine - turret_attackheli - door.hinged.tugboat.door - _base_car_chassis.entity - modular_car_camper_storage - ziplinemountable - _cardtable_base - cctv.static - clan.table - audioalarm - cabletunnel - doormanipulator - pressbutton_officeelevatordown - pressbutton_trainstairwell - wheelswitch - big_wheel - bigwheelbettingterminal - smallcandleset - marketterminal - sled.deployed - dynamicmissionstash - logstash - missionstash - explosive.timed.deployed - explosive.timed.entity - metal_detector_flag_deepsea.entity - metal_detector_flag.entity - survey_charge - gunnertest - boombox.static - cassetterecorder.deployed - connectedspeaker.deployed.static - microphonestand.deployed.static
Today
merge from fix_airfield_powergrid_indicators
Today
apply to scene, S2P airfield
Today
better fix, 3 lights on bottom for door and improved scaling
Today
Added new honey bandage icon
Today
New automated test looking for entities that cull <128m but have network range 256m (can safely be reduced to 128m), uses Ian's network range audit tool Finds 36 leftover cases, need to double check none of them cause issues when reduced
Today
updated texture res for wood armour jacket and pants. set to 1k
- Various fixes to stop editor multiplayer servers from freaking out when spun up independently (allowing multiple servers to run) - Cleanup SteamClient valid checks - Setup a bunch of new scenarios
Today
Prefab setup and set dressing/look dev exploration in small room variants J, K, L. Updated mani
Today
Updated wood armour helmet shading and updated textures. set texture resolution to 1k
Today
merge from main
Today
merge from vehicle_pooling
Today
merge from existing fix branch: airfield_powergrid_light_fix
Today
merge from fix_airfield_powergrid_indicators
Today
Merge from main
Today
More automated tests for croc/wolf/tiger foundation jump/destroy behaviors, fix bug where cancelled/stale tile request would delete the tile after failing
Misc code improvements for StagedRendererLOD
Today
S2P airfield
Today
fix offcenter and upsidedown airfield powergrid indicators
Yesterday
Updated gate to look more "gate-y"
Yesterday
merge from medical_honey_bandage
Yesterday
fixed muzzle brake flash offset after 3p position corrections for: SKS, HMsmg, HMlmg, m92, mp5 and m4 shotgun now matches assault rifle position
Yesterday
square steam images for ice king set
Yesterday
merge from main
Yesterday
merge from main
Yesterday
Instant health 8 -> 10 Healing over time 0 -> 4
Yesterday
new store description for ice king pack, and square steam images for patterned sofa
Yesterday
Add ability to test mutiple virtual clients through just one editor, meaning we no longer need to maintain multiple projects to test multiplayer. Uses the Unity multiplayer playmodepackage. - Setup scenarios for 2,3 and 4 players - Guard a bunch of steam stuff that results in NREs on multiplayer playmode
Yesterday
Test list Reapplied discarded network range changes
Yesterday
merge from main
Yesterday
merge from io_networkrange
Yesterday
Updated the network range of most player deployed IO prefabs, reduced network distance on 48 prefabs
Yesterday
Flare animation updates
Yesterday
Converted card reader, added new tests BaseDetector cleanup
Yesterday
Merge from main
Yesterday
Added fence mesh for deployable and a fence gate mesh for testing.
Yesterday
Fix sprinklers not spraying after a restart, and spraying without watering One behaviour change - a sprinkler now needs water >= 2 to run. It has always needed that to actually water things but previously it would still show the water spraying pfx if the sprinkler was receiving one water
Yesterday
Merge from PlayerMaintainedMonuments
Yesterday
Merge from main
Yesterday
Added a missing stencil block to the Generic shader's deferred pass
Yesterday
Merge from pole_entity_delete
Yesterday
Manifest Commit meta files from new recycler variant prefabs
Yesterday
Made the Stone Sculpture shader work with RRP and removed some unnecessary shader passes that would have caused the shader to generate more variants
Yesterday
Delete powerline pole entity Add comment component to powerline_pole_a
Yesterday
merge from creative_indicator_fix