reporust_rebootcancel

153,491 Commits over 4,536 Days - 1.41cph!

Today
Remove "standard vis test" debug log when bradley targets non-players
Today
merge from main
Today
Fix "calling kill but already destroyed" warnings when cargo ship drives through junkpiles
Today
Add a pool attribute, fix some formatting
Today
Add editor tool to generate box colliders from DCC reference meshes Artists can build box collision in their preferred DCC, export an FBX, place it under the prefab’s collision object, then right-click to convert its boxes into individual BoxColliders. Object-name suffixes assign physics materials, e.g. _wood selects Wood, and are omitted from generated child names. Rotated boxes receive separate child GameObjects to preserve their orientation. Supports safe regeneration, Undo/Redo and automatic removal of the reference instance after conversion
Today
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Today
Applying shelved heli/hav direction based armour changes
Today
Brackets for pipes (room c)
Today
merge from main
Today
Fixed stag not responding to ai select/move commands
Today
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Today
Post merge manifests
Today
merge from cookingworkbench_stopping_fix
Today
Refresh refrigeration status immediately when an item changes container, fixes the delay alltogether
Today
Merge from animal_fencing_v2
Today
Rather than using the active depth texture in the GBuffer pass, switched back to using the CameraDepth directly
Today
Removed the UniversalPipeline tags from the blit shaders
merge from livestock_animals
Today
merge from main
Today
merge from automated_testing
Today
Fix kick hazmat worldmodel outline
Today
merge from main
Today
Merge from main
Today
Bradley Flatbed materials and textures. Model update
Today
Add pillbox tranlsation strings. Add to icon generator manifest.
Today
Merge from main
Rin
Today
Reduced HQM collectable scale
Today
Fix terrain compute uninitialised variable warnings
Today
Merge from vehicle_panel_nre_fix
Today
Hypothetical fix for NRE on VehicleEditingPanel
Rin
Today
merge from bee_grenade_visual_fixes
Today
Added support for a DroppedItem to call SetEntityAndChildrenDynamic when it stops moving, allowing us to switch a LOD component from dynamic to static This should allow us to use MeshLOD/RendererLOD on dropped items
Rin
Today
merge from paintballgun_colourequipfix
Rin
Today
merge from chandelier_optimization
Rin
Today
merge from rifle_show_lod_animevents_update
Rin
Today
merge from candy_inventory_fix
Rin
Today
merge from ornate_horse _mask_fix
Rin
Today
merge from worldmodel_sep_fixes
Today
Merge from main
Today
Added a check to the SceneChecker if a mesh without RendererBatch has > 1000 verts but < 1100 (ie. close)
Today
RendererLOD and MeshLOD converters will now calculate new camera distances when converting from a LODGroup LODGroup measures screen height and our LOD components operate on distance so it's not perfectly 1:1 but it's better than the old hardcoded values Add an inspector warning to the RendererLOD if there is a gap in the LOD settings (eg. LOD0 and 2 have targets, LOD1 is missing) Add an inspector warning to MeshLOD if the same mesh appears multiple times Added automated tests to find all meshes used for collision that calculates tangents, imports blendshapes, cameras, lights or materials
Today
Add the vendor to the ranch, s2p both
Today
Fixed animal leads not working after purchase
Today
merge from main -> sentry_upload
Today
First pass on npc's selling baby animals to the player
Today
Possibly fixed the conversation data graph editor sometimes silently dropping newly added conversation nodes
Today
LeadingPlayer is now a Synced field Compile simulator now passes
Today
Fixed most compile errors, still one issue
Today
Merge from lod_preview
Today
Hitch & Trough now has a water container on the right, supports fluid IO Livestock can drink from trough Added a storage adaptor to the food portion of the trough