137,746 Commits over 4,474 Days - 1.28cph!

Today
Compile fix
Today
remove editor hacks
Today
Server-side mount enforcement check for power
Today
Updating arrow head and arrow meshes in weapon prefabs
Today
merge from apartment_s2p_spawner -> main
Today
Fixed game update notification showing up in aux builds, manifest only tracks release and staging
Today
Added fast bootstrap option in the editor preferences, skips some yield we don't necessarily need, will just cause some visual glitches we don't care about in editor Saves 4 seconds ish when loading from the bootstrap scene
Today
merge from bootstrap_fastmode
Today
merge from bootstrap_logs
Today
merge from game_room_dlc
Today
Merge from main
Correct occupation-over values for all dweller jumpsuits (fixes naked underwater dwellers)
Today
Supermarket freezer new sounds
Today
Merge from PlayerMaintainedMonuments/powergrid
Today
Add _RRP multi_compile to all shaders with a forward pass
Today
Remove _UsingRRP dynamic branch
Today
Added support for the LensDirtinessEffect in RRP and added some if client wrappers around the night light effect's renderer feature and pass
Today
S2P apartments
Today
Add support for apartment rooms to only be spawned based on position instead of all the entities being baked into the monument's scene - stores list of entities to spawn inside a component attached to the output prefab - spawns them inside FindMapEntities() - fixes needing to run S2P when only the apartment room prefab is changed - reduces scene size from 175MB -> 75MB (unsure how that translates to actual RAM usage)
Today
Abort the launch in the (unlikely) event the final lock-in search fails, prevents potentially locking up the event.
Today
Bugfix(tests): remove test assertion that can sporadically fail Since we run some checks in parallel, some state results are unreliable Tests: ran unit tests as a batch and each in isolation
Today
Manually force global broadcast, just incase - particularly for saves.
Yesterday
enabled censor on tank top (so skins don't reveal nudity)
Yesterday
merge from apartments_adminauth_bypass
Yesterday
Made apartment.adminapartmentnoclip a server variable instead Client compile fix, codegen
Yesterday
Fix darts throwing towards the player and bricking the darts board
Yesterday
Bugfix(tests): ensure env volumes get cleaned between TestIsFlyingConsistency runs Found a test that fails when run in isolation Tests: ran unit tests
Yesterday
merge from main
Yesterday
Bugfix(tests): use test state caches for PlayerState Fixes failures from previous change. Spotted a bug that should cause a failure, yet it passes somehow - will investigate next Tests: ran AH perf and unit tests
Yesterday
Added logs in bootstrap when each step starts and ends, helps debugging issues
Yesterday
assigned temp baseplate to rock sculpture
Yesterday
Update: move generic AH state from BasePlayer to AH.PlayerState struct Tests: ran AH tests, perf tests failing (will fix next)
Yesterday
Fixed world setup in train tunnels test to make dwelling spawning work
Yesterday
Cherry-pick: Fix shader errors about undeclared identifier '_ST_WindBranchAnchor'. (Use SpeedTree 8 Wind)
Yesterday
Fix shader errors about undeclared identifier '_ST_WindBranchAnchor'. (Use SpeedTree 8 Wind)
Yesterday
Halloween costume prefab fixes
Yesterday
Create new livestock testing scene with ai enabled Setup cow movement speeds
Yesterday
Train tunnels test scene cleanup
Yesterday
temporary pack icon, set up shotguntrap as skinnable and hooked up gamesroom shotgun trap skin to it
Yesterday
crate texture update
Yesterday
Bugfix: add missing reset call for noclip states - also minor refactor Tests: ran unit tests
Yesterday
merge from oldconsole_purge
Yesterday
More unused code
Yesterday
Manifest update and collision for lockers damage stages
Yesterday
Remove more old unused code Removed legacy_erroroverlay
Yesterday
Fix safety delay not working with a potential range
Yesterday
Fixed the satellite prefab path for test commands
Yesterday
Enable saving on Satellite.entity again
Yesterday
Fix potential issue with satellite being destroyed before impact leading to bricked flow. Should never happen, but worth covering.
Yesterday
Clean: minor refactor - remove dead prop - wrap unparentTime in prep for moving to it's own state array Tests: compiles