160,184 Commits over 4,566 Days - 1.46cph!

Today
Add ability for room occlusion to take one of the newer saves with cached entity links and export that directly to a full server state of the world (instead of only splitting it into multiple copy paste files) - allows loading an entire server to benchmark performance - can now zip base occlusion test fixtures because JSON files don't scale well to 400MB (who would have expected)
Today
Tests
Today
Codegen
Today
Fixed building blocks being destroyed causing doors to be recalculated when they didn't need to be
Today
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Today
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Today
scrap king - updated frames and their gibs, blocks import settings, foundation steps movement collider
Today
merge from dynamiclod_parenting_fix
Today
Fixed lights staying off after being reused from the pool or switched back on, when they were occlusion culled at the time (from 163706)
Today
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Today
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Today
Fixed quit button
Today
merge from updaterequired_improvements
Today
Tweaked wording, translations
Today
merge from main -> base_occlusion
Today
Disable some unused Bootil stuff that spits out warnings Reduced compile log noise on Linux Removed unused libraries from lib/ Handle 0 byte model files crashing the game Fixed some compile warnings Linux64 build progress Rename some tool project internal names
Today
Add fsm graph window for viewing/debugging/editing npc fsms.
Today
fix demo export in builds
Today
merge from main -> fix_sail_guide_mismatch
Today
Add automated tests for placing foundations in rocks
Today
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Today
tone down eye lid opening bounce
Today
Changed "Client update required" kick message wording. Can be translated too
Today
merge from skinviewer_waterpurifier_fix
merge from tattoos/art_pass
Today
Fixed water purifier showing its viewmodel in the skin viewer (its using the old deployer still)
Today
merge from main
Today
Play eye movement and blinks from the customiser anims - updated blink anims - each clip's mask is the v4RustPlayerMask bones plus l_eye, r_eye, l_eyelid, r_eyelid - UI_CharacterPreview - removes the procedural eye look-at and blink in the preview - PlayerModel.ApplyHeadEyePositions - the preview re-applies each head's eye positions after the animation, to fix eyeballs sinking into skull - self contained eye code changes in the customiser, In-game eye behaviour is unchanged
Yesterday
merge from main -> ugc_censor_option
Yesterday
merge from main -> fix_foundation_clipping_rocks
Yesterday
apply tattoo material properties to viewmodel material
Yesterday
Update viewmodel arms with UV1 that matches the body UV1
Yesterday
adjust hands.male bounds so they don't disappear in the tattoo tpose
Yesterday
- Use idle breathing instead of regular idles when up close. - Dont use idle 2 and 7
Yesterday
Yesterday
Remove the temporary pivots used for positioning, calculate it all instead. Removes some unecessary gameobjects. Fix a couple of minor display bugs too.
Yesterday
Add support to be able to skip certain clips when zoomed in on the head so we can bypass larger head movements when zoomed right in
Yesterday
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Yesterday
merge from optimize_decay_frame_budget -> main
Yesterday
merge from softcore_disable_corpses -> main
Yesterday
Merge from npc_phone_debug_fix
Yesterday
Fix convar for accessing test NPC phone conversations
Yesterday
set up tattoo gun prefabs/anims in tools folder
Yesterday
More merge fixes - Codegen
Yesterday
Merge fixes
Yesterday
Disable deployable corpse system in softcore Increase max TCs in softcore from 3 -> 6 - fix "changelog" in main menu not reflecting the max TC count when convar is changed
Yesterday
Removed the fail-safe that disables shadows for lights with an AmbientLightLOD component on awake as the components have been set up wrong for a lot of lights, meaning this just causes more issues
Yesterday
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Yesterday
Fix entering play mode trying to change generate biome/place monument settings