142,158 Commits over 4,383 Days - 1.35cph!

Today
merging from lumberjack pickaxe fix branch
Today
added missing deploy/attack anim events to melee,grenade and paddle anim clips
Today
finally made drag-by-angle genuinely consistent at varying angle for all boat shapes and sizes - increased hull triangle bounds slightly to properly fit it - handling non-square hull block bouds when getting bounds of hull for defining raycast planes - increased number of hits per-raycast to handle large bounds, would return incorrect hits in some cases due to unity things
Today
Updating wooden armour pants skinning
Today
Merge: from main
Today
Update: StableObjectArray rewrite - version 2 - Replaces PlayerCache on the server in all the relevant paths Still need to do clientside projectiles stable cache before ripping it out Tests: booted into Craggy, ran around. Need to test 2p, but being stopped by some shore vector out of bounds access, hoping sync fixes it
Today
At first add no limit on max build queue
Today
Bugfix: StableObjectArray.StableIndexLookup was returning unbounded array Tests: booted into craggy and ran around
Compile fix UIPrisonerHoodOverlay
Merge from main
Replace LocalOrSpectatePlayer property with GetLocalOrSpectatePlayer() that will always prefer to return the currently spectated player regardless of current camera viewmode Replaced property with getter method to make it clearer that we should prefer to cache the player rather than repeatedly fetching Checked and replaced all the previous usages. Many files touched, many minor bugs fixed due to the spectate player value having been wrong. Definitely* no new bugs introduced
Today
Jump suit skinning update
Today
merge from storeoverride_loading_fix
Today
Fixed store content loading when using overrides
Today
npc tutorial animations updated
Today
Fix potential culprit for double free of tileData
Today
Halterneck skinniing update
Today
Limit max number of tiles being built in the background
Today
Added Salvaged Sword invetory sounds and bone club drop sound tweaks
Today
Hide skirt skinning
Today
moved ScopedOcean from TestFixture->RustTestFixture
Today
Update: useful bits from the first failed StableObjectArray conversion It ended up being too pervasive for my liking, going to try a simpler approach Tests: compiles as part of rewrite, but none otherwise
Today
fixed playerboat test fixture SetUp not calling base.SetUp and nuking the GlobalNetworkHandler in teardown
Today
Prisoner hood overlay fixes
Today
removed old test fixture api usage
Today
merge from console_uparrow_fix
Today
Fixed console auto complete preventing you to go through the history when open
Today
Fix budget being treated as seconds despite being miliseconds
Today
Fixed exception in DoPrepare on shields because they don't have a HoldAnimationOverride
Today
merge from playerboat_tests
Today
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Today
Merge from main
Today
Merge from water_well_B_spawn_fix
Today
Fixed food cache not spawning in water well B
Today
Testing changes to Jenkinsfile
Today
Fixed client convars with an empty default value showing as [?]
Today
merge from convar_defaultvalue_fix
Today
merge from main
Today
Prevent nullref when navmesh is not built but is queried, error will be logged in ai.logIssues 1
Today
Sit visuals correctly
Today
Do no rebuild tiles when using unity navmesh, do not log error when no nav found when an entity tries to rebuild (it's normal for some entity to spawn before navmesh is built)
Removed the loading thingy, few more adjustments
Today
Added electric furnace to the skin viewer
Today
merge from automated_testing
Today
Update all tests to call the base SetUp Removed KillAllEntitiesInRadius calls
Today
edited 3p sit driving snowmobile rear lean R/L anims to correct clip ranges
Today
We now take a snapshot of all server entities on test setup, and kill the difference on test teardown Fixes entities leaking from tests
Today
Add a twist relax slider for hand IK