143,680 Commits over 4,413 Days - 1.36cph!

Yesterday
- Fixed binocular overlay from sticking around on reconnect - Fixed binocular overlay firing material changes into plastic
Yesterday
Fixed WorkshopCameraKeybindAnchor still using old input system Updated WorkshopEditor scene to remap the inputs
Yesterday
Merge from main
Yesterday
merge from automated_testing
Yesterday
Didnt save
Yesterday
Fix mortar indicator not cleaning up on disconnect
Yesterday
Merge from Main
Yesterday
New Sounds added for the Salvaged Cleaver refresh
2 Days Ago
Disable new navmesh by default, use command line argument "-useNewNavmesh" instead of convar to make it impossible to change at runtime (as it's not supported)
2 Days Ago
Bowless Crossbow - added worldmodel with arrow mesh for 3p rig
2 Days Ago
main -> server_browser_update_2
2 Days Ago
fix dodgy merge
2 Days Ago
binoculars_fix -> main
2 Days Ago
Merge from workbench_upgrades
2 Days Ago
Add poolable to upgrade visuals
2 Days Ago
- Codecleanup - New binocular effects toggle at night
2 Days Ago
Flagged tests that need to be ignored by CI
2 Days Ago
Batchmode testrunner is now using a dedicated CI testlist by default, can be overriden with any testlist by adding a path to the +autotest command line CI testlist is generated when we generate the regular test list Tests can be excluded from CI with the ExcludeFromCI attribute Test parameter can be filtered too with FilterForCI in TestParameterSource
2 Days Ago
Do not build the unity navmesh when in recast mode
2 Days Ago
Assert inside all recast methods that the useUnityNavmesh is false
2 Days Ago
Progress on parquet floor (replacing concrete floor) in penthouse apartment
2 Days Ago
Fix generic overlay scaling causing mortar UI to scale the wrong way
2 Days Ago
Add reset static fields to base screen shake
2 Days Ago
merge from main
2 Days Ago
Quick icon panel cleanup. Static RPC guard.
2 Days Ago
merge from main
2 Days Ago
merge from placement_ignoreentity
2 Days Ago
Added an ignore entity field to Construction.Placement that can be used by socket mods down the line This allows us to ignore the entity being upgraded/reskinned when running SimpleUpgrade::IsUpgradeBlocked. Fixes large furnace reskins always failing
2 Days Ago
Make useUnityNavmesh convar only work on server start, do not build recast navmesh if it's set
2 Days Ago
mortar anim updates
2 Days Ago
Merge from SalvagedRecycle - Fixed salvaged workbench upgrade not recycling into anything
2 Days Ago
- Stop unity complaining about main tex - Ensure ping markers show up
2 Days Ago
Fixed salvaged workbench upgrade not recycling into anything
2 Days Ago
marketplace set dressing backup
2 Days Ago
Remove unused WS methods, fixed more usages of subNavmesh in unity mode
2 Days Ago
Updated Freestanding Sink Prop Textures
2 Days Ago
Move mortar shell visual to the prop bone on mortars
2 Days Ago
Fix cases where rotation could still be using recast in unity mode
2 Days Ago
Industrial Storage - tweaked icon settings in prefabs
2 Days Ago
Merge from workbench_upgrades
2 Days Ago
Merge from test_fixes
2 Days Ago
Fixed a few more test issues causes by correctly testing all benches. All tests now pass.
2 Days Ago
changed bowless crossbow steamid to 10492
2 Days Ago
Fix other cases where it was possible to fallback to recast code path when agent is null but useUnityNavmesh is true
2 Days Ago
merge from weapon_refresh_salvaged_cleaver
2 Days Ago
merge from main
2 Days Ago
Bunch of text fixes. Tests now correctly run on all 4 benches. Tests now output which bench failed a test.
2 Days Ago
manifest, fixing industrial garage doors not skinning
2 Days Ago
▆ ▍▇▆▅▌▋ ▅▌▍▄ ▄▍▅▇▇▍▌▉██▇▄▋▊▅▄▍▄▄█▇▍▆▍▋█▌▌▋▆▋▊▍▋▇▋▌▊ ▅▆▌▊▆ ▇▌▍▉▊▍▌▋▄▋▉▊▅ ▊▅▊▌▄ ▄▌▅▋ ▊▅▄▆█▅▆▍▋▉▊▊ ▍▅▋▍▆▌▍█▊ ▍▇▄▆▄ ▊▍▆▆▌▌▄▉▅▌▉▇▉▊▉ ▄▍▍▍█ ▋▄▌ ▍▌▅▌▋▄ ▋▋ ▍▍██▆▋▉ ▊▌▉ █▍▍█▌▆▇ ▍▊▍█▄▋ ▇▊ ▅▆█▋▄▇█▇▄▉▇▅▅▆▇█ ▆ ▅▌ ▆▅▌▉ ▍▌█▋█▌▆
2 Days Ago
▋ ▊▊▄▊▍▆▊ ▋▊▆▆▆▊ ▊▋▉▆▉▄ ▇▅▌█▉█▅▇ ▌▆▄▄ ▉ ▆▊▊ ▊▅▊ ▆██▄▋▆▉▇▌▉▍▅█▍▄▅▉▋▆▉▅▋▍▋█▉▅▋▄▍▍▅▇▉▇▉▍▄▄▆▄▅▇▋▌ ▄▊▅█▅ ▄▌█ ▊██▉▊▊ ▆▄ ▋▇▌▉▌▌