121,212 Commits over 4,018 Days - 1.26cph!
Update wall.external.high.adobe.sitem ID due to easter conflict
Commit material meta file, it should be removed eventually though
Add debug.applyBuildingBlockRandomisation to force a wall piece to be a particular variant
Reapply the randomisation feature, was lost in a merge from main
Frontier gate setup
Added some checks to the ItemSkin editor to catch misconfigured research and loot table behaviour
Fixed TerrainCollision component throwing errors in edit mode
Can no longer reskin objects with the spray can if they have been recently damaged or have ladders or explosives attached
Merge from media_projects
Simplify active submesh data structure
Facelifted the blocker family.
Update MidiJack plugin for Apple Silicon, fixes instruments throwing an exception when equipped
Unable to test functionality due to lack of local hardware but no code was changed, just a rebuild
spacedetected_log_fix -> main
Reduced eye textures to 512
Changed the pickup/drop/impact sfx for the car radio item in line with other small metal items with a burlap worldmodel
Removed prefab references from hair sets for now (disabling hair)
Updated player_temp_ragdoll with new player skeleton (fixes crash when killing scientists)
Bugfix: fix invalid index scrambling logic in tests
Turns out the tests were borked and generated duplicate indices, which is not something that batch logic can handle.
Tests: ran all unit tests
sunken knife prefab setup - now uses combat knife prefab duplicate, set up as steam item and set to spawn as skin of combat knife, added sounds to sound folder, rebuilt manifest and skins asset
Bugfix: avoid trampling results when scattering out physics query results
- Also reduced size of temp allocations (they're still there, but it's the slow path anyway)
This is not the bug spotted by tests, but it would bite us in the back anyway.
Tests: none, as neither the demo nor tests cover this path (NYI)
Regenerate manifest to fix error about tiger.population already existing
- Completely deterministic arc generation
- Radius variable
- Manually set projectile velocity (not the best idea)
clean up decal mesh collider