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155,207 Commits over 4,536 Days - 1.43cph!

Yesterday
Phrase update 1/2
Yesterday
Phrase update
Yesterday
Fixed 'Pregnant' on Cow UI being offset
Yesterday
Add profile markers and fix blur darkening
Yesterday
Fix fullscreenSkinViewer background
Yesterday
slight edit to legs on frog jump anims
Yesterday
Fix biofuel generator stringpool warnings Stricter angle placement Fix spoiled produce not compatible
Yesterday
merge from main
Yesterday
merge from halloween_costume
Yesterday
merge from main
Yesterday
Resized the last few remaining LOD textures
Yesterday
Fixing crossbow arrow head rotation
Yesterday
Fixed the Forward+ shadow and attenuation for directional lights
Yesterday
Fixed the light attenuation for the Forward+ path
Yesterday
merge from main
Yesterday
More LOD texture optimizations Rebaked some textures and adjusted LOD distances
Yesterday
Removed the GetAdditonalLight method, as that causes register pressure by returning a struct of light data that isn't needed right away in the shader
Yesterday
- anim updates - updated left Ik position
Yesterday
merge from animal_fencing_v2
Yesterday
Merge: from main
Yesterday
Merge: from mt_snapshot_saving - Bugfix for accessing null buffer on non-main thread Tests: booted to Craggy
Yesterday
Bugfix: ensure thread-static buffer is initialized on all threads Tests: booted into craggy
Yesterday
Merge: from main
Yesterday
Changed from Array of Structs to Struct of Arrays for the additional light data in the Deferred+ lighting shader to reduce register pressure
Yesterday
fixed lamb fleece not appearing at LOD0-1. added new LambWool asset. updated sheeptrait tester to allow fleece LOD testing. updated lamb prefab to use the lambwool.asset.
Yesterday
Updated textures sheep textures to have a glassy eye texture, and masks to allow tinting. Updated the sheep_white material.
Yesterday
Merge from rrp_explosion_overlay_fix
Yesterday
Add MinimumIntensity to explosions overlay to stop lingering effects
Rin
Yesterday
Added Animal Fence and Gate to T1 tech trees Aldded biofuel generator to Hardcore and Primitive
Yesterday
Batch update UI prefabs with RRP grabpass/blur setup
Rin
Yesterday
subtract 165735
Yesterday
biofuel_generator -> main
Yesterday
Emulate UI grabpasses on RRP with Canvas hooks using sort order
Yesterday
fix wacky hand rotation
Yesterday
Fix SoundManager accumulating scheduled sounds past their start time (potentially forever, in some scenarios?)
Yesterday
main -> biofuel_generator
Rin
Yesterday
merge from footstep_ocean_level_fix
Yesterday
Fixed footstep splash effects playing at original water level when water level has been lowered
Yesterday
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Yesterday
Created new Crab_Media, a prefab that drives crab movement in the shader based on transform movement Ideal for timeline usage Required some minor changes to the critter shader
Yesterday
Fixed missing strings for crab_single Added some stub client RPC's to fix the missing RPC spam
Yesterday
merge from fix_sentry_branch_upload -> main
Yesterday
Add setting for automatically closing entire inventory menu when moving away from a loot container rather than switching to quick craft
Yesterday
Fixed IconRender not applying workshop skins in SERVER+CLIENT 163749 stopped the Steam server starting without a ServerMgr, so WorkshopSkin.Apply bailed silently
Yesterday
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Yesterday
- set deployed to one hand ik - updated generator anims - added 3p wip anim - set up generic mount subsystem on stirmount prefab
Yesterday
- increase the tail log upload from 100KB -> 250KB - when uploading crashes without a user ID (super early crashes OR old crashes) then use the current steam id (it's almost certainly going to be the same as when the crash happened)
Yesterday
merge from main
Yesterday
Tests
Yesterday
Fix incorrectly tagging release crashes as staging - will now upload crashes as "unknown" branch if they are untagged (aka old crashes) instead of tagging everything as staging - remove "release" tag that was passed through code, instead put the release / staging tag directly into the crash marker - fix failing to parse for the crash marker if timestamps are enabled in the logs - output crash marker earlier so early crashes can still be tagged correctly - fix userid / steamid not being set early enough either