135,961 Commits over 4,444 Days - 1.27cph!

Today
games minifridge - updated with game model - added some early baked textures - updated prefab light - updated materials
Manifest, localization
Today
Adjusted how sockets are counted in the test. Fireplace now passes
Cherrypick 154959 155015
Today
Add bonerenderer baker + conversion components. Converts non-deforming skinned meshes to normal meshes and attaches them to transforms.
Merge from apartment_complex_monument
Today
satellite blockout progress
Today
Resave TimeManager Tests: nothing specific, but have been running with this changed for a couple days
Today
Merge from new_navmesh_fixes, adds low level logs to help debug crash
Today
Merge: from waterlevel_deepsea_sample_fix - Bugfix for water level queries incorrectly mixing deep sea and overworld states - Bugfix for deep sea ocean sim using overworld heightmap - Simplified TerrainHeightMap API Tests: ran unit tests, booted into craggy, explored deep sea and swam around
Merge from apartment_complex_monument
Today
Merge from main
Today
Add -checkTileValid starter param that slows down everything, but can help us narrow down the crash
Today
Bugfix: avoid NRE when ocean sim is not initialized and we don't need it Tests: booted into craggy
Subtract merge from main 154957
Today
Added sounds to the rentable shops at the apartment complex
Today
Lighting prefab update
Today
added third option for roll container
Today
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Today
Merge: from main
Today
Clean: simplifyy WaterSystemBurst.GetHeightArray_Burst Tests: none, trivial changes
Rin
Today
merge from clan_table_box
Rin
Today
Adjusted prevent building volumes to allow box deployment under the clan table Added foliage displacement
Today
Adding a sewage tank that is in working condition inside WTP tweaked terrain and surroundings WTP S2P
Today
Bugfix: OceanSimulation.GetHeightAttenuation - handle positions in deep sea Tests: WaterLevel unit tests pass
Today
Bugfix: Rewrite WaterLevel.GetWaterLevel to properly take in deep sea state Tests: ran unit tests, water level consistency tests fail due to bug on OceanSimulation side, serial path, will fix next
Today
merge from main
Today
Targeting flashes
Basic implementation of softcore 'raiding windows' This prevents raiding outside of predefined server hours. - Prevent building block damage outside the window (by projectile or explosive) - Freshly placed tool cupboard (up to an hour) can be raided even outside the window - Melee damage is still allowed - Twig is always breakable - Can't fire MLRS outside the window - Per server convars for control (ability to also customize weekend hours) - Setup to a open/close noise when the window opens or closes
Today
Recalculate bounds on the champagne firework `MortarChampagne`
Planter bench colliders Scene2prefab
Today
Recalculated bounds on medium battery
Today
Recalculated bounds on water barrel
Today
More map anim/behaviour tweaks
Upper corridors polish/LODs/COL and prefabs. Updated core and wing prefabs with elevator shaft prefabs
Today
Modify unit tests to use pooling for collections to remove some GC we wouldn't see in a live scenario - consistency tests pass
Yesterday
update to dartboard textures - got rid of the baked in chalk markings on blackboard.
Yesterday
Updating poker bandana skinning
Yesterday
merge from optim_bonerenderer
Yesterday
push codegen
Yesterday
Add mesh.list_skinned to dump a csv of all active skinned meshes
Yesterday
gas station interior changes adding separate car lift removing garage door gas station S2P
Yesterday
Wooden Arrow Revamp
Yesterday
Switch to delta
Yesterday
Removed duplicate LOD material
Yesterday
Fixed back to front canvas in large apartment. Fixed LOD material and deleted obsolete duplicate.
Yesterday
Satelite targeting movement improvements and tweaks. Expose an anim curve for movement. Double duration. Set free fuel back to true in editor.
Yesterday
Port viewmodel motion vector pass to RRP
Yesterday
Battery fixes
Yesterday
snapping_fixes -> main