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138,804 Commits over 4,505 Days - 1.28cph!

- Final name cleanup - Fix performance logging NRE - Hot reload fix
Today
Fixed effects not firing
Custom FP Scenario dropdown to replace the default Unity one - Renames/improvements - Fix few more second client NRE's - Crosshair NRE fix
Today
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
Today
add a scroll fade/gradient to tabs
Today
removed unnecessary prefab
Today
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.
Today
merge from flex_color_picker_fixes
Today
Update: consolidate OS specific calls to RustNative Still gotta build and test linux and mac, gonna do that tomorrow Tests: ran temp scene
Today
Reverted previous idea, now using a better way of fixing it
Today
Don't hide rooms until they have been invisible for 5s+ (prevents room going invisible as the door is in it's closing animation + reduces churn from rooms being deleted and networked over and over
Today
Move code around, don't unload filestorage since domain reload should handle it
Today
merge from automated_testing
Today
One more that I missed
Today
Simplified battery console commands
Today
Set main power slots for EngineListener and AlarmSystem prefabs (DummySwitch from monuments)
Today
TeslaCoil, SolarPanel, FuelGenerator cleanup
Today
Fix alignment issues on non-keyframable rows, they had an ugly left offset before.
Today
Removed all the old IO code from the battery class (feels amazing)
Today
update from main
Today
Update: disable Unsafe.UseMultithreadedScripting on CLIENT - codegen Need to figure out how to better patch out the managed check when doing an IL2CPP build, will leave that for later Tests: tested booting test scene both in CLIENT(ran on main thread) and SERVER(ran on thread pool) modes
Today
Fixed flexible color picker hex input fields across various panels; generic painting dialog, row workshop color, ornate frame config, balloon config
Today
exported updated glass ar admire anim
Today
Compile fix
Today
merge from main
Today
Started to refactor the two existing large train tunnel rooms (separated elements, renamed to match naming convention, fixed pivots, added door offsets). WIP
Today
merge from automated_testing
Today
merge from main
Merge from m15_modslots_fix
Fix M15 pistol skin not having matching mod slots to base semi-automatic pistol, meaning targetting attachment mod could not be attached Add automated test for catching item redirects not having matching mod slots. Appears that M15 was the only case
Today
Converted DummySwitch (monument specific switches)
Today
Reapply GunnerTest
Today
merge from main need to reapply 2 changes
Today
Regenerate testlist, all new ones pass
Today
Manually reduce network range of VineSwingMountable and GenericMissionLootContainerReusable(not in tests due to not having LODs, but should be good to reduce)
Today
Reduce network range to 128m for: - loot_trash - door.hinged.cargo_ship - door.hinged.vent - fogmachine - turret_attackheli - door.hinged.tugboat.door - _base_car_chassis.entity - modular_car_camper_storage - ziplinemountable - _cardtable_base - cctv.static - clan.table - audioalarm - cabletunnel - doormanipulator - pressbutton_officeelevatordown - pressbutton_trainstairwell - wheelswitch - big_wheel - bigwheelbettingterminal - smallcandleset - marketterminal - sled.deployed - dynamicmissionstash - logstash - missionstash - explosive.timed.deployed - explosive.timed.entity - metal_detector_flag_deepsea.entity - metal_detector_flag.entity - survey_charge - gunnertest - boombox.static - cassetterecorder.deployed - connectedspeaker.deployed.static - microphonestand.deployed.static
Today
merge from fix_airfield_powergrid_indicators
Today
apply to scene, S2P airfield
Today
better fix, 3 lights on bottom for door and improved scaling
Today
Added new honey bandage icon
Today
New automated test looking for entities that cull <128m but have network range 256m (can safely be reduced to 128m), uses Ian's network range audit tool Finds 36 leftover cases, need to double check none of them cause issues when reduced
Today
updated texture res for wood armour jacket and pants. set to 1k
- Various fixes to stop editor multiplayer servers from freaking out when spun up independently (allowing multiple servers to run) - Cleanup SteamClient valid checks - Setup a bunch of new scenarios
Today
Prefab setup and set dressing/look dev exploration in small room variants J, K, L. Updated mani
Today
Updated wood armour helmet shading and updated textures. set texture resolution to 1k
Today
merge from main
Today
merge from vehicle_pooling
Today
merge from existing fix branch: airfield_powergrid_light_fix
Today
merge from fix_airfield_powergrid_indicators
Today
Merge from main