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138,945 Commits over 4,505 Days - 1.29cph!

Today
New species asset for livestock Supports spawning a different prefab for male/female animals Setup for cows and sheep
Today
Extracted all dog assets from Pets2 branch (so old it was problematic to update from main) Should include all models, materials and animations, as well as the entity prefabs with the entitiy class missing Also inlcudes harness models
Today
more child pooling fixes (specifically for OnParentDestroying)
Today
fix runtime parented children spamming nres in the pool, detach them before it enters the pool
Today
Tests to confirm it's fixed
Today
Also capture exceptions thrown on worker threads inside tasks - been bitten by this before: not realizing exceptions are being thrown in async tasks
Today
Bull prefab setup
Today
Merge from nexus_fixes
Today
Tag servers with nexus enabled with `nexuszone` (`^x`) Hide zone servers from the server list (disable with nexus.hideZones) Expose nexus info in A2S rules response when nexus is enabled
Today
merge from demo_ui_2
Today
update from main
Today
redo demoui2 sandbox panel, add parenting, redo colorpicker, add keyframing lights intensity/range.
Today
Fixed battery ReceiveAdditionalData client rpc
Today
Fix map button not enabling on the connect modal for the nexus path
Today
Fixed all animals set to female Added breeding fsm states
Today
Fix nexus map squishing after those changes
Today
Fix underwater labs windows refraction texture with RRP
Today
Cull the bone hierarchy on the building/boat planner on the server Should remove 17 gameobjects per planner on the server
Today
Converted cctv cameras and windmills
Today
Tesla coil and igniter tests
Today
Merge from sprinkler_fixes_aug_26
Today
Added white boomer firework so pack icon doesn't look misleading New colour variant following the existing prefab setup - item, mortar, shell, icon and PFX. Recoloured from the blue variant. will need a look over
Today
Merge from main
Today
Nexus connect modal fixes
Today
Fix MaxPlayers being wrong after my changes
Today
fixed jungle primitive loot box gibs not using the proper material upon destroy
Today
Converted water wheel, added some tests
Today
fixed gibs for the crate_basic and its gib colliders.
Today
merge from f1_menu_category_sort
Merge from m15_modslots_fix
Export test list
RidableHorse.prefab
Today
re-exported crate_basic so the scale is zeroed out
Merge from main
Test feedback
Today
Fix log messages from other threads not showing up in the console / RCON due to not having a threaded log handler - buffer in queue, swallow on main thread and feed into normal logging callback
Today
Update other conditional model code to take into account null slots in conditionals (since we cache the last state of each conditional instead of only storing the spawned conditionals)
Today
Optimize conditional models to only refresh if they are changed - fixes condition models all being destroyed and recreated every single time the model state was changed instead of only creating and deleting the conditionals that needed to be
Yesterday
Typo fix
Yesterday
ordered f1 menu category buttons alphabetically Sort by the translated button label instead, so the list reads A-Z
Yesterday
editor_multiplayer -> main
Yesterday
- Final name cleanup - Fix performance logging NRE - Hot reload fix
Yesterday
Fixed effects not firing
Yesterday
Custom FP Scenario dropdown to replace the default Unity one - Renames/improvements - Fix few more second client NRE's - Crosshair NRE fix
Yesterday
Fixed not being able to transfer water into the held water bucket via the UI. Includes automated test. Fixed LocalPlayerTestFixture not waiting for the player to spawn in and asserting too early
Yesterday
add a scroll fade/gradient to tabs
Yesterday
removed unnecessary prefab
Yesterday
Added test_physmat_cube_COL, a per-face physics material test asset Cube with 6 physics materials, one per face, each side of the cube split differently to test how material boundaries behave. 6 is more than any real asset would need, deliberate headroom for finding the edges of the per-face lookup rather than a realistic case.
Yesterday
merge from flex_color_picker_fixes
Yesterday
Update: consolidate OS specific calls to RustNative Still gotta build and test linux and mac, gonna do that tomorrow Tests: ran temp scene