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155,030 Commits over 4,536 Days - 1.42cph!

Yesterday
Fix biofuel generator flag collision
Yesterday
- Fix each new litter having a baby named after the parent (only firstborn carries name + suffix) - Fix failing livestock tests
Yesterday
update to wool world model & materials
Yesterday
- Manifest fixes
Yesterday
merge from main
Yesterday
cherry picking from shears - updated wool materials
Yesterday
merge from Livestock_animals
Yesterday
Fixed the cap on the power inside the GammaToLinearSpaceExact method
Yesterday
merge from jellyfish_swarms -> critter_animals
Yesterday
reduce time for deactivate recheck when deactivated
Yesterday
run DoPrepare on SpawnHandlersm to add all critter population files, minor code cleanup
Yesterday
Fix wool worldmodel outline not working, the transform was getting deleted due to the renderer being collapsed Added a test checking for this issue Added a "select all" button to the test runner window
Yesterday
add tilt when moving, movement/swim speed influences other animation parameters
Yesterday
updated wool world model material to be more like raw wool fleece
Yesterday
- Remove broken test stir - Swap to idle
Yesterday
add crouching clip set,
Yesterday
merge from turning animations
Yesterday
Disable turn in place by default, also disable new spine/head turning when the convar is off.
Yesterday
Replace powershell nonsense with Unity editor window, similar to ProcgenReplay. Updated procgen benchmark to create durable version controlled results (we could probably further automate and grafana this at a later date). Ran a baseline test over 2 repeats of 5 size 3250 seeds (10 runs total), median 205.9s generation time (per-stage breakdown in the CSV).
Yesterday
Fix animals pathing through doors at monuments / being able to steer through any door by accident
Yesterday
Some more fly work
Yesterday
Fixed DynamicResourceRefDrawer throwing when referencing deleted assets
Yesterday
Added sounds to the lil :turtle: anims
Yesterday
Fixed store carrousel preview button
Yesterday
Update factory door store media
Yesterday
Add some more text to the screen in the biofuel generator
Yesterday
Fix shield footsteps being wrong when looking down
Yesterday
Adjust viewmodel drop release event time to match throw release event so grenade spawns at same time as before Fix drop animation not playing on player model
Yesterday
Cattle coat: proper on/off inbreeding for the pattern - Swapped the old Bias Strength slider for a real Inbred toggle, so it works the same way inbreeding does everywhere else (on/off, not a dial) - Not inbred keeps the bias map's painted white/dark grey zones, inbred drops to just the seam mask and lets the rest go to noise - Split the edge softness into two sliders (dark edge / white edge) so softening the white mask border doesn't also soften the dark edge and dim the whole body - Fixed a bug where switching Inbred on changed how busy the pattern looked overall, not just the zones it's meant to affect - Pattern tester and material inspector both updated to match, so this can be tweaked and previewed without a real animal - Fixed a few tests that broke from the renames
Yesterday
merge from lod_texture_optimization
Yesterday
updated scrap king lods and prefabs, enabled r&w, fixed material order
Yesterday
Squirrel and Rabbit sounds added to anims
Yesterday
merge from main
Yesterday
Throw animation updates
Yesterday
Scene2prefab
Yesterday
Scene2prefab
Yesterday
updated lods for the sandbags to be more accurate
Yesterday
Merge from main
Yesterday
update for the train station medium added new signal lights
Yesterday
Merge from render_pipeline_testing
Yesterday
Fixed the issue where the max shadow lights cap wouldn't match between BRP and RRP
Yesterday
Reapplied NMS loot room after file conflicts
Yesterday
Adding crouch turn animations
Yesterday
Merge from powerlevel_loot_rooms
Yesterday
Merge: from ui_store_slim_ram - Update: store assets are taken from the backend - Optim: store assets are loaded and unloaded dynamically Tests: navigated through various store pages with various debug overrides
Yesterday
Couple more texture res reductions (floating city sign decals / ziggurat related ones)
Yesterday
Texture optimisations to some apartment textures (reducing size) and floating walkway LOD textures
2 Days Ago
Committing WIP work on Small Random Room J for branch switching
2 Days Ago
merge from main
2 Days Ago
update to barricade sandbags now use continuious lods so skins persist down the chain. Was previously using a baked version.