142,195 Commits over 4,383 Days - 1.35cph!

Today
Fixed store content loading when using overrides
Today
npc tutorial animations updated
Today
Fix potential culprit for double free of tileData
Today
Halterneck skinniing update
Today
Limit max number of tiles being built in the background
Today
Added Salvaged Sword invetory sounds and bone club drop sound tweaks
Today
Hide skirt skinning
Today
moved ScopedOcean from TestFixture->RustTestFixture
Today
Update: useful bits from the first failed StableObjectArray conversion It ended up being too pervasive for my liking, going to try a simpler approach Tests: compiles as part of rewrite, but none otherwise
Today
fixed playerboat test fixture SetUp not calling base.SetUp and nuking the GlobalNetworkHandler in teardown
Yesterday
Prisoner hood overlay fixes
Yesterday
removed old test fixture api usage
Yesterday
merge from console_uparrow_fix
Yesterday
Fixed console auto complete preventing you to go through the history when open
Yesterday
Fix budget being treated as seconds despite being miliseconds
Yesterday
Fixed exception in DoPrepare on shields because they don't have a HoldAnimationOverride
Yesterday
merge from playerboat_tests
Yesterday
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Yesterday
Merge from main
Yesterday
Merge from water_well_B_spawn_fix
Yesterday
Fixed food cache not spawning in water well B
Yesterday
Testing changes to Jenkinsfile
Yesterday
Fixed client convars with an empty default value showing as [?]
Yesterday
merge from convar_defaultvalue_fix
Yesterday
merge from main
Yesterday
Prevent nullref when navmesh is not built but is queried, error will be logged in ai.logIssues 1
Yesterday
Sit visuals correctly
Yesterday
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)
Yesterday
Yesterday
Removed the loading thingy, few more adjustments
Yesterday
Added electric furnace to the skin viewer
Yesterday
merge from automated_testing
Yesterday
Update all tests to call the base SetUp Removed KillAllEntitiesInRadius calls
Yesterday
edited 3p sit driving snowmobile rear lean R/L anims to correct clip ranges
Yesterday
We now take a snapshot of all server entities on test setup, and kill the difference on test teardown Fixes entities leaking from tests
Yesterday
Add a twist relax slider for hand IK
Yesterday
Add offset to left hand IK
Yesterday
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
Yesterday
replaced missed topology usage
Yesterday
replace topology query in road terrain modification with type query
Yesterday
exported edited 3p beanbag anim and set to loop
Yesterday
Updated mortar animation clip naming and added 3 reloads at different heights
Yesterday
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
Yesterday
Clean: dead test code removal Tests: compiles
Yesterday
Skin pass for hide poncho
Yesterday
Update: conversion to StableObjectArray - step 2, WaterLevel tests Tests: ran WaterLevel unit and perf tests
Yesterday
Merge from workbench_upgrades
Yesterday
Export the test list before running the tests from the pipeline
Yesterday
merge from main