142,121 Commits over 4,383 Days - 1.35cph!

5 Hours Ago
merge from convar_defaultvalue_fix
5 Hours Ago
merge from main
5 Hours Ago
Prevent nullref when navmesh is not built but is queried, error will be logged in ai.logIssues 1
5 Hours Ago
Sit visuals correctly
5 Hours Ago
Do no rebuild tiles when using unity navmesh, do not log error when no nav found when an entity tries to rebuild (it's normal for some entity to spawn before navmesh is built)
5 Hours Ago
5 Hours Ago
Removed the loading thingy, few more adjustments
5 Hours Ago
Added electric furnace to the skin viewer
5 Hours Ago
merge from automated_testing
5 Hours Ago
Update all tests to call the base SetUp Removed KillAllEntitiesInRadius calls
5 Hours Ago
edited 3p sit driving snowmobile rear lean R/L anims to correct clip ranges
5 Hours Ago
We now take a snapshot of all server entities on test setup, and kill the difference on test teardown Fixes entities leaking from tests
6 Hours Ago
Add a twist relax slider for hand IK
Today
Add offset to left hand IK
Today
Update: StableObjectArray now exposes stable index lookup map (needed for transform access array jobs) - moved NativeArrayEx to Facepunch.UnityEngine plugin, enabled unsafe code, added Unity.Collections dep Tests: none, code is in the middle of breaking rewrite
Today
replaced missed topology usage
Today
replace topology query in road terrain modification with type query
Today
exported edited 3p beanbag anim and set to loop
Today
Updated mortar animation clip naming and added 3 reloads at different heights
Today
better entry/exit spawning, road positions snap onto mesh (should really be baked into the prefab) - no middle segment spawning - need to do more work on defining bridge points and adjusting paths to align better
Today
Clean: dead test code removal Tests: compiles
Today
Skin pass for hide poncho
Today
Update: conversion to StableObjectArray - step 2, WaterLevel tests Tests: ran WaterLevel unit and perf tests
Today
Merge from workbench_upgrades
Today
Export the test list before running the tests from the pipeline
Today
merge from main
Today
Merge from main
Today
Parachute backpack skinning pass
Today
merge from itemslist_search_improvements
Today
Improved search in item list, typing 'wood' will show the wood item first
Today
exported 3p boat sterring anim and added to player animation controller
Today
merge from itemslist_scaling_fix
Today
Improved item list category button text scaling
Today
Update: conversion to StableObjectArray - step 1, AntiHack unit tests Tests: ran antihack unit and perf tests
Today
merge from itemslist_scaling_fix
Today
Industrial Large Furnace - created icon, added it to the icon generator manifest. Added the furnace to the StorageAdaptorAllowCollisionGroup
Today
Improved items and vehicles list grid scaling, works better with any resolution and different UI scale
Today
tweaked transforms in wood shutters prefab (zeroing) added WIP kitchen cabinets to apartment prefabs
Today
Merge from whatusesthis_fast_path
Today
Added a faster version of What Uses This that will appear when right clicking script files Uses text search rather than generating the full project database Won't appear if the regular "What Uses This" database has been generated as that will be faster than this version Takes about 25s to find all uses of a script
Today
Merge from broken_glass_col_fix
Today
Merge from CrateToolsFX
Today
Merge from lumberjackHoodie_Industrial
Today
Merge from nighttimeduration
Today
Merge from crypt_window_collision_fix
Today
Merge from grenade_input_refactor2
Today
Compile fix
Today
Alternative, much less risky grenade third person/anim fix Once a player starts aiming, don't let aiming state reset to false until the weapon is thrown (should prevent any anim dithering) Add a new third person only code path that just emulates the first person logic flow, this should prevent any bugs leaking into first person mode and we odn't need to make any changes across all of the grenade types
Today
In theory synced everything up
Better pressed colour!