157,885 Commits over 4,566 Days - 1.44cph!

Today
Merge from render_pipeline_testing
Today
Fix global mip bias not being applied on startup, causing blurry foliage textures
Today
Merge from main
Rin
Today
merge from rrp_explosion_overlay_fix
Rin
Today
merge from hole_depth_fix
Rin
Today
merge from rrp_ui_grabpass
Today
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Today
Fix pie menu not updating the name or description labels at all if the new option has a null/empty name or description Can be seen on the gesture menu, starts with placeholder text and then will switch the surrender description and never switch away
Today
Comment out clouds debug log
Today
Merge from main
Today
Refraction viewmodel particles fix
Today
Increased bread/brioche dung boost time from 2/2 minutes to 6/10 (they were already much less effective on the new dung timescales) Modified animal eating behaviour - they will now prioritise the trough if there is food in there that gives them a boost
Today
Fix depth not being cleared correctly during hole pass
Today
Reduce minimum stack size of wool for vendor to 25 Reduce maximum size of wool for vendor to 400 400 wool will now get the top rewards
Today
Merge from main
Yesterday
Trainyard scene is now playable in editor Fixed unloadable traincars not applying the softcore loot multiplier Also doubles the items found in the lootable train car (bonus - we could now apply this loot scaling to any loot container in the game?) Added a static ScaleGatherAmount method to BaseGameMode to reduce a bunch of copy pasted clamping logic everywhere
Yesterday
merge from automated_testing (test fixes)
Yesterday
Fixed Bull_ThreatOffToOneSide_TurnsToFaceBeforeStomping failing because of overgrazing leaking in between tests and changes in 166339
Yesterday
Added a countdown timer to the pump at dome if the oil rig countdown is active
Yesterday
Remove market place power tests
Yesterday
Always spawn purchased animals in front of the vendor, not behind the player
Yesterday
Map cursor implementation, added fixed center crosshairs. Can now add/remove map markers at the crosshairs
Yesterday
Better approach - load the mainland texture assets into a bundle and the deep sea assets into a bundle, then dynamically load/unload them when we need to swich (usually behind a loading screen anyway) Verified can switch between deep sea and mainland in a build and memory profiler shows only one Texture2DArray loaded at any one time, saves 139mb Had to make actual asset changes for this
Yesterday
fix vclouds not respecting render scale in RRP
Yesterday
merge from automated_testing (test fixes)
Yesterday
Testlist
Yesterday
Restored some timeout attributes
Yesterday
Fixed failing Livestock_PaintsTheColoursOfTheStageItGrowsInto Restored LambWool.asset
Yesterday
electronic chessboard; - early initial art setup still very wip - prefab created - item created - material created - sitem created - ran manifest, localization, skins
Yesterday
More editor test fixes Test list
Yesterday
Fix SocketMod_TerrainCheck.cs after merge
Yesterday
Codegen
Yesterday
Fix Antihack.cs after merge
Yesterday
Baked sheep fleece, was needed after 166175
Yesterday
Client tests cleanup
Yesterday
Master key tests cleanup
Yesterday
Livestock test cleanup
Yesterday
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Yesterday
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Yesterday
merge from main -> fix_foundation_clipping_rocks
Yesterday
Fix player teams / invites / contacts being lost when server crashes / didn't get shut down correctly - another save cache issue Add ability for entities to opt out of using the save cache, enabled on RelationshipManager
Yesterday
Fix medieval doors not counting as closed for base occlusion (they were prefab variants not straight skins)
Yesterday
Some fixes/tweaks I found when playtesting earlier today, now I kinda have internet back.
Yesterday
Bugfix(editor): fix net id desync after reloadmap Tests: threw a rock after reloadmap - no desync errors
Yesterday
remove toggle option for neutral light, it's stuck on in rrp for now
Yesterday
Big test description pass
Yesterday
Removed all the useless TestTimeout attributes, tests already have a 30s default timeout
Yesterday
made costal cliffs take 2s instead of 34s by adding caching to the recursive search (maxed around 400KB memory at max) - falls back to recursive if the cache misses
Yesterday
Bugfix: don't preserve RustNavigation across reload as it'll be created by GameSetup Tests: reloadmap didn't generate errors
Yesterday
merge from main