140,895 Commits over 4,352 Days - 1.35cph!

Yesterday
setup salvaged hammer refresh world/projectile/entity prefabs
Yesterday
Added container corpse tests Checks setup, pickup, repair, protection is correct All pass, but would have caught a recent issue
Yesterday
roll back gestures in playeranimation controller
Yesterday
Bugfix(tests): CompanionServerTests - use persistent RelationshipManager - house RelationshipManagerDB in a temp folder Tests: ran CompanionServerTests unit tests, 1 sporadically fails
Yesterday
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Yesterday
Re exporting anims with out of date hierarchy
Yesterday
Codegen and made UI_Console_CommandList partial
Yesterday
Fix armored ladder hatches being included in the convex collider test, they have an explicit socket blocking placement on boats
Yesterday
Updating skinning and burstcloth for pilot hazmat
Yesterday
Bugfix(tests): CompanionServerTests - setup player lookup map Broke since one of our optims way back. Tests: ran CompanionServerTests - now 2 failing
Yesterday
Yesterday
adjusted ao of water wheel
Yesterday
setting up salvaged hammer refresh viewmodel prefab and anim events
Yesterday
New deployable tests Check pickup item matches item definition Check redirect deployables have the same hp, protection, various pickup and repair properties as base deployable Finds 17 things to fix
Yesterday
merge from playerrigupdate2
Yesterday
More hair setup, dye sets
Yesterday
Bugfix(tests): CompanionServerTests - use unique persistence database per test run If a test goes wrong, the cleanup doesn't happen, which borks all the subsequent tests in a run Tests: ran CompanionServerTests - 16 pass, 3 fail
Yesterday
Bugfix(tests): rewrite GrowableGenesTests no allocs tests to use ServerProfiler new api Think my old hacky solution finally broke Tests: ran GrowableGenesTests test - it passes
Yesterday
merge from main
Yesterday
Committed 3p chair updates with sitting loop to show issue with transitioning from sitting to idle if 3p sitting is an anim and not a pose
Yesterday
Bugfix(tests): workaround "don't add editor components" safety check when running editor unit tests Tests: ran GameTraceTests unit tests - they now all pass
Yesterday
ElectricWaterWheel compile fix
Yesterday
set rustige egg gems to be opaque
Yesterday
Bugfix(tests): fix missing InvokeHandler in GamePhysicsTests Tests: ran GamePhysicsTests unit tests, now all pass
Yesterday
Added shutters for rentable kiosk B. Tidied up prefab (removed missing refs etc).
Yesterday
Merge from main
Yesterday
merge from main
Yesterday
merge from new_console-ui
Yesterday
Tweaked shared convar colors again
Yesterday
merge from waterwheel_deployable
Yesterday
merge from new_console-ui
Yesterday
Fixed inputfield culling issues after entering long strings
Yesterday
Console command list is now a UI_Window, some refactoring and cleanup
Yesterday
Added a fourth row to the hud components panel in the tools tabs
Yesterday
Fix LOD extents validation, causing rendering issues.
Yesterday
Changed color for shared convars
Yesterday
Fixed additional space for commands with no default value to show Show [?] instead of nothing if the value is set by the server
Yesterday
Changed deepsea.enabled logs to normal logs
Yesterday
Console set its text size on init [truncated] shows in yellow
Yesterday
Switch to BigEndian, fixes static AAC is working!
Yesterday
Refactor the ShoutcastStreamer to support different underlying codecs, load the appropriate decoder for each stream MP3 is up and running (already works), AAC is implemented but not quite working yet Very experimental
Yesterday
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Yesterday
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Yesterday
Fix craggy Revert terrainHeights native array change Init HeightTexture with mipcount 0 Adjust terrain cell border check
Yesterday
merge from main/waterwheel_deployable/waterwheel_sounds
Yesterday
Yesterday
merge from main/waterwheel_deployable
Yesterday
water wheel sound implementation polish add water movement loop and wheel movement accents
2 Days Ago
Merge from child_dynamic_lods
2 Days Ago
Manually call SetEntityAndChildrenDynamic on TrainCar to catch any LOD renderers that haven't been marked Dynamic Fixes some disappearing candles and junk in the caboose carriage and should be more future proof than just modifying the affected renderers one by one Applied to NexusFerry as well as it had the same issue on the static boxes