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137,252 Commits over 4,474 Days - 1.28cph!

3 Hours Ago
Improve workflow for setting which colliders are enabled and which collider meshes to use at different destruction stages Fix preview mesh destruction stage and LOD slider not retaining its currently displayed stage/LOD
4 Hours Ago
game_room_dlc -> new_pool_ui
4 Hours Ago
merge from main
4 Hours Ago
Fixed pedestal view button not resetting correctly when toggling it, then reopening the sculpture editor
4 Hours Ago
Remove unused ignite and extinguish effect animation event from the industrial torch anim, to fix warning
4 Hours Ago
wtp S2P
4 Hours Ago
WTP sign for the water inlet puzzle
4 Hours Ago
Added the DarBoardReticule shader
5 Hours Ago
merge from main
5 Hours Ago
pooltable - updated guide model to match wide deploy bounds
5 Hours Ago
pooltable - adjusted wide deploy volume to prevent getting stuck when dismount on short side
5 Hours Ago
pooltable - added corner floor guides to help with placement inside bases
5 Hours Ago
set up viewmodel renderer
5 Hours Ago
Updated description
5 Hours Ago
removed unused model prefab
5 Hours Ago
Thruster buttons
5 Hours Ago
new rock sculpture model and temp ao/normal textures. scale broken
5 Hours Ago
Update: add a bunch of perf counters to try to track down the spike source - slightly amend Enqueue to help progress swap before creating a new segment if it failed The spikes are from GC collection events, likely triggered by excessive trashing of segments(after 10 runs - 106 created, 97 trashed) Tests: ran AllocDeallocMTShortLived(32, false) perf test
6 Hours Ago
merge from uibindings_nre_fix
6 Hours Ago
Fix attempt for the UI bindings NRE spam
6 Hours Ago
Control screen wip
6 Hours Ago
jukebox - added gibs - updated material and prefab
6 Hours Ago
Dismount the player from the pooltable if theres no ground beneath them
pool: add more profiling everywhere
Today
Offline screen finished. Removed some now dead UI code.
Today
Bar Wallpapers - fixes and renames
Today
assigned concrete physics mat to block
Today
R/W satellite_crashed_col
Today
Cooldown screen wip
Today
merge from crafting_stall_fix
Today
fixed clipping issues with barstool mounts
Today
Fixed the 1s client stall when opening the crafting menu for the first time We now warmup the steam item definitions when they load, so the first ItemDefinition.skins2 call hits cached properties instead of doing thousands of cold native Steamworks calls (caused by the PlayerBlueprints.HasUnlocked recent optims)
Rin
Today
Added heavy fuse spawn to crate_normal and crate_normal2 Removed spawns from LootSpawn.RadTown1 and LootSpawn.RadTown2.
Today
merge from main
Today
Locked screen finished
Today
Merge from PMM
Today
updated the pipe_hole mesh to be shaped more like junkpiles mounds
Today
back from trip, big merge from main
Today
fixed gas station interior LOD1 borked material assignment underground
Today
Livestok animals now flee if a loud noise like a gunshot is heard nearby
Rin
Today
Another heavy fuse loot table pass
Today
Fixed missing interact collider on lamb Fixed following behaviour not working due to grazing taking priority If an animal is hurt while being led they will forget about who they were following after they flee
Today
Aging boilerplate Expose a TimeToGrow field on livestock, when this time is reached they are replaced with a provided next stage prefab If no next stage is provided then the animal is just killed (old age?) Added livestockanimal.ageuplivestock that will age up the nearest animal with 20m
Today
Lamb setup Fixed prevent building volumes too large on all livestock
Today
Sheep hitboxes
Today
Created a tool to copy hitbox definitions from one skeleton to another with an optional scale multiplier (not needed in this case as the animator root is scaled, not bones) Set up calf hitboxes
Today
Fixed hitboxes on cow
Today
Merge from main
Today
Merge from powergrid
Today
pool table sounds first pass