143,366 Commits over 4,383 Days - 1.36cph!

Just Now
Add poolable to upgrade visuals
Just Now
- Codecleanup - New binocular effects toggle at night
Just Now
Flagged tests that need to be ignored by CI
3 Minutes 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
15 Minutes Ago
Do not build the unity navmesh when in recast mode
18 Minutes Ago
Assert inside all recast methods that the useUnityNavmesh is false
21 Minutes Ago
Progress on parquet floor (replacing concrete floor) in penthouse apartment
26 Minutes Ago
Fix generic overlay scaling causing mortar UI to scale the wrong way
25 Minutes Ago
Add reset static fields to base screen shake
45 Minutes Ago
merge from main
48 Minutes Ago
Quick icon panel cleanup. Static RPC guard.
57 Minutes Ago
merge from main
57 Minutes Ago
merge from placement_ignoreentity
1 Hour 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
1 Hour Ago
Make useUnityNavmesh convar only work on server start, do not build recast navmesh if it's set
1 Hour Ago
mortar anim updates
1 Hour Ago
Merge from SalvagedRecycle - Fixed salvaged workbench upgrade not recycling into anything
1 Hour Ago
- Stop unity complaining about main tex - Ensure ping markers show up
1 Hour Ago
Fixed salvaged workbench upgrade not recycling into anything
1 Hour Ago
marketplace set dressing backup
1 Hour Ago
Remove unused WS methods, fixed more usages of subNavmesh in unity mode
1 Hour Ago
Updated Freestanding Sink Prop Textures
1 Hour Ago
Move mortar shell visual to the prop bone on mortars
1 Hour Ago
Fix cases where rotation could still be using recast in unity mode
1 Hour Ago
Industrial Storage - tweaked icon settings in prefabs
1 Hour Ago
Merge from workbench_upgrades
1 Hour Ago
Merge from test_fixes
1 Hour Ago
Fixed a few more test issues causes by correctly testing all benches. All tests now pass.
1 Hour Ago
changed bowless crossbow steamid to 10492
1 Hour Ago
Fix other cases where it was possible to fallback to recast code path when agent is null but useUnityNavmesh is true
1 Hour Ago
merge from weapon_refresh_salvaged_cleaver
1 Hour Ago
merge from main
2 Hours Ago
Bunch of text fixes. Tests now correctly run on all 4 benches. Tests now output which bench failed a test.
2 Hours Ago
manifest, fixing industrial garage doors not skinning
2 Hours Ago
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2 Hours Ago
merge from main
2 Hours Ago
Fix old animals dying when spawned on a navmesh tile that has yet to be built
2 Hours Ago
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2 Hours Ago
merge from batteringramhead_health_fix
2 Hours Ago
Fixed battering ram head not showing its health
2 Hours Ago
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2 Hours Ago
Increase prototype fail chance to 25%
2 Hours Ago
Initial workbench upgrades loot pass - comfort, defensive, recycle bin, range found in regular crates - prototype, reinforced, efficiency found in military crates - accelerated & salvage found in elite and locked crates
3 Hours Ago
Industrial Storage - final textures, icons
3 Hours Ago
Remove mount anchor grounding on mortar
3 Hours Ago
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3 Hours Ago
Fix TryGetAgent not returning false when agent fails to be added