141,818 Commits over 4,505 Days - 1.31cph!

14 Days Ago
Fixed flexible color picker hex input fields across various panels; generic painting dialog, row workshop color, ornate frame config, balloon config
14 Days Ago
exported updated glass ar admire anim
14 Days Ago
Compile fix
14 Days Ago
merge from main
14 Days Ago
Started to refactor the two existing large train tunnel rooms (separated elements, renamed to match naming convention, fixed pivots, added door offsets). WIP
14 Days Ago
merge from automated_testing
14 Days Ago
merge from main
14 Days Ago
Merge from m15_modslots_fix
14 Days Ago
Fix M15 pistol skin not having matching mod slots to base semi-automatic pistol, meaning targetting attachment mod could not be attached Add automated test for catching item redirects not having matching mod slots. Appears that M15 was the only case
14 Days Ago
Converted DummySwitch (monument specific switches)
14 Days Ago
Reapply GunnerTest
14 Days Ago
merge from main need to reapply 2 changes
14 Days Ago
Regenerate testlist, all new ones pass
14 Days Ago
Manually reduce network range of VineSwingMountable and GenericMissionLootContainerReusable(not in tests due to not having LODs, but should be good to reduce)
14 Days Ago
Reduce network range to 128m for: - loot_trash - door.hinged.cargo_ship - door.hinged.vent - fogmachine - turret_attackheli - door.hinged.tugboat.door - _base_car_chassis.entity - modular_car_camper_storage - ziplinemountable - _cardtable_base - cctv.static - clan.table - audioalarm - cabletunnel - doormanipulator - pressbutton_officeelevatordown - pressbutton_trainstairwell - wheelswitch - big_wheel - bigwheelbettingterminal - smallcandleset - marketterminal - sled.deployed - dynamicmissionstash - logstash - missionstash - explosive.timed.deployed - explosive.timed.entity - metal_detector_flag_deepsea.entity - metal_detector_flag.entity - survey_charge - gunnertest - boombox.static - cassetterecorder.deployed - connectedspeaker.deployed.static - microphonestand.deployed.static
14 Days Ago
merge from fix_airfield_powergrid_indicators
14 Days Ago
apply to scene, S2P airfield
14 Days Ago
better fix, 3 lights on bottom for door and improved scaling
14 Days Ago
Added new honey bandage icon
14 Days Ago
New automated test looking for entities that cull <128m but have network range 256m (can safely be reduced to 128m), uses Ian's network range audit tool Finds 36 leftover cases, need to double check none of them cause issues when reduced
14 Days Ago
updated texture res for wood armour jacket and pants. set to 1k
14 Days Ago
- Various fixes to stop editor multiplayer servers from freaking out when spun up independently (allowing multiple servers to run) - Cleanup SteamClient valid checks - Setup a bunch of new scenarios
14 Days Ago
Prefab setup and set dressing/look dev exploration in small room variants J, K, L. Updated mani
14 Days Ago
Updated wood armour helmet shading and updated textures. set texture resolution to 1k
14 Days Ago
merge from main
14 Days Ago
merge from vehicle_pooling
14 Days Ago
merge from existing fix branch: airfield_powergrid_light_fix
14 Days Ago
merge from fix_airfield_powergrid_indicators
14 Days Ago
Merge from main
14 Days Ago
More automated tests for croc/wolf/tiger foundation jump/destroy behaviors, fix bug where cancelled/stale tile request would delete the tile after failing
14 Days Ago
Misc code improvements for StagedRendererLOD
14 Days Ago
S2P airfield
14 Days Ago
fix offcenter and upsidedown airfield powergrid indicators
14 Days Ago
Updated gate to look more "gate-y"
14 Days Ago
merge from medical_honey_bandage
14 Days Ago
fixed muzzle brake flash offset after 3p position corrections for: SKS, HMsmg, HMlmg, m92, mp5 and m4 shotgun now matches assault rifle position
14 Days Ago
square steam images for ice king set
14 Days Ago
merge from main
14 Days Ago
merge from main
14 Days Ago
Instant health 8 -> 10 Healing over time 0 -> 4
14 Days Ago
new store description for ice king pack, and square steam images for patterned sofa
14 Days Ago
Add ability to test mutiple virtual clients through just one editor, meaning we no longer need to maintain multiple projects to test multiplayer. Uses the Unity multiplayer playmodepackage. - Setup scenarios for 2,3 and 4 players - Guard a bunch of steam stuff that results in NREs on multiplayer playmode
14 Days Ago
Test list Reapplied discarded network range changes
14 Days Ago
merge from main
14 Days Ago
merge from io_networkrange
14 Days Ago
Updated the network range of most player deployed IO prefabs, reduced network distance on 48 prefabs
14 Days Ago
Flare animation updates
14 Days Ago
Converted card reader, added new tests BaseDetector cleanup
14 Days Ago
Merge from main
14 Days Ago
Added fence mesh for deployable and a fence gate mesh for testing.