155,703 Commits over 4,536 Days - 1.43cph!

Yesterday
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Yesterday
Fix cows healing when roaming, instead of when needs are met, causing walled in cows to do well
Yesterday
Updated Cow, Bull, Calf Corpse Prefab to give Raw Cow Meat when harvested
Yesterday
Update Cow meat item names and descriptions
Yesterday
merge from misc_error_cleanup
Yesterday
Manifest Update
Yesterday
Improve warning when unable to connect to a radio station url instead of erroring RidableHorse.prefab
Yesterday
Added Cow Meat Model and Textures Setup Cow Cooked, Raw and Spoiled Meat Materials Setup Cow Cooked, Raw and Spoiled Prefabs
Yesterday
Updated Big Cat Meat Spoiled Material so it as showing the spoiled effect
Yesterday
Remove "standard vis test" debug log when bradley targets non-players
Yesterday
merge from main
Yesterday
Fix "calling kill but already destroyed" warnings when cargo ship drives through junkpiles
Yesterday
Add a pool attribute, fix some formatting
Yesterday
Add editor tool to generate box colliders from DCC reference meshes Artists can build box collision in their preferred DCC, export an FBX, place it under the prefab’s collision object, then right-click to convert its boxes into individual BoxColliders. Object-name suffixes assign physics materials, e.g. _wood selects Wood, and are omitted from generated child names. Rotated boxes receive separate child GameObjects to preserve their orientation. Supports safe regeneration, Undo/Redo and automatic removal of the reference instance after conversion
Yesterday
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Yesterday
Applying shelved heli/hav direction based armour changes
Yesterday
Brackets for pipes (room c)
Yesterday
merge from main
Yesterday
Fixed stag not responding to ai select/move commands
Yesterday
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Yesterday
Post merge manifests
Yesterday
merge from cookingworkbench_stopping_fix
Yesterday
Refresh refrigeration status immediately when an item changes container, fixes the delay alltogether
Yesterday
Merge from animal_fencing_v2
Yesterday
Rather than using the active depth texture in the GBuffer pass, switched back to using the CameraDepth directly
Yesterday
Removed the UniversalPipeline tags from the blit shaders
Yesterday
merge from livestock_animals
Yesterday
merge from main
Yesterday
merge from automated_testing
Yesterday
Fix kick hazmat worldmodel outline
Yesterday
merge from main
Yesterday
Merge from main
Yesterday
Bradley Flatbed materials and textures. Model update
Yesterday
Add pillbox tranlsation strings. Add to icon generator manifest.
Yesterday
Merge from main
Rin
Yesterday
Reduced HQM collectable scale
Yesterday
Fix terrain compute uninitialised variable warnings
Yesterday
Merge from vehicle_panel_nre_fix
Yesterday
Hypothetical fix for NRE on VehicleEditingPanel
Rin
Yesterday
merge from bee_grenade_visual_fixes
Yesterday
Added support for a DroppedItem to call SetEntityAndChildrenDynamic when it stops moving, allowing us to switch a LOD component from dynamic to static This should allow us to use MeshLOD/RendererLOD on dropped items
Rin
Yesterday
merge from paintballgun_colourequipfix
Rin
Yesterday
merge from chandelier_optimization
Rin
Yesterday
merge from rifle_show_lod_animevents_update
Rin
Yesterday
merge from candy_inventory_fix
Rin
Yesterday
merge from ornate_horse _mask_fix
Rin
Yesterday
merge from worldmodel_sep_fixes
Yesterday
Merge from main
Yesterday
Added a check to the SceneChecker if a mesh without RendererBatch has > 1000 verts but < 1100 (ie. close)
Yesterday
RendererLOD and MeshLOD converters will now calculate new camera distances when converting from a LODGroup LODGroup measures screen height and our LOD components operate on distance so it's not perfectly 1:1 but it's better than the old hardcoded values Add an inspector warning to the RendererLOD if there is a gap in the LOD settings (eg. LOD0 and 2 have targets, LOD1 is missing) Add an inspector warning to MeshLOD if the same mesh appears multiple times Added automated tests to find all meshes used for collision that calculates tangents, imports blendshapes, cameras, lights or materials