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155,774 Commits over 4,566 Days - 1.42cph!

Today
Hook sheep shaving vfx, and tint vfx properly
Today
merge from vclouds_perf_fix
Today
fix bad vcloud perf, reprojection was mistakenly being disabled
Today
electronic chessboard; - game model updated
Today
Added autotest.client command line
Today
Fixed UI_MenuBackgroundVideo.Update NRE
Today
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Today
remove option to disable volumetric clouds
Today
Client can run tests Added +autotesthost for server hosting client tests
Today
Reduce livestock clipping when leading multiple, and at trough
Today
Fix livestock attacking players in vehicles
Today
bug fix for broken rifle orientation when sprinting - Added sprint modifier to the med/jungle/diver ak's
Today
Update: clear more of the world state - don't change nexus state - abort if player isn't fully connected Abandoned trying to support reload in C+S editor, it's a gian can of worms Tests: reloaded on playground
Today
OS/rust/gamepad cursor state fix
main -> character_customisation
Today
Fix potential NRE in codelock inside Codelock.Load()
Today
Fix for head swinging on melee weapons when moving - spine IK override is now a 0-1 rather than a bool - stays so it stays at 1 when standing and aiming, fades out with speed. - fix for IK fighting with base locomotion on subsystem melee weapons - tweaked to keep head lead on turns
Today
Fix lamb and calf colliding with travelling vendor
Today
Fix custom items dragged from vending machine not using the custom icon
Today
fix SSAO applying on top of fog in RRP
Dont mark every replicated convar as saved
Fix minicrossbow playing full reload even for a single partial reload in 3p
Fix mannequin arms on minicrossbow 3p
Today
merge from automated_testing/optims
Today
Cleanup
Today
WIP on Small Random Room K (dorm room) so far - WIP!!
Today
- fix bull still sometimes spamming headbutting on unreachable players - fix bull sometimes stopping entirely and getting stuck when charging a close player - fix rams not aiming their headbutt and charging in random directions - fix rams using the wrong stomp anim - fix procedural look at not being enabled for most anims, which looks off especially with stomp being aimed at the void instead of the target
Fix biofuel generator snapping backwards
Today
AI test category 38min→ ~18min
Fix quick join menu not updating
Today
bean can anim updates. added drop and vm finger positions updated. Also idle to ignite vm anim controller blend edited
Today
Implement proper motion vectors for wind-affected materials like grass, bushes and hair for improved image clarity.
Today
Add initial implementation for AMD FSR 3.1
Today
electronic chessboard; - append chess clock to chessboard prefab - tweak prefab - added guide
Today
Fixed CUI blurred panel not working with RRP
Today
Bugfix: recreate missing important managers on client after reloadmap Tests: reloadmap - saw 10 managers present (previously only net_env was)
Today
electronic chessboard; - split up game model - chess pieces setup - checkers pieces setup - tweaked deployable prefab
Today
Potential fix for cows sliding (suspected pregnant flag)
Today
Possibly fix "LoadPrefab - should start with assets/ - +forward" warning
Today
beegrenade anim updates to work with new drop action
Today
use expanded decor component bounds to early out terrain filters cheaply in decor placement - saves 12s in coastal rocks, barely saves elsewhere - can only do this because we have a cheaper hierarchal query for topology of an area now
Today
Test update
Today
Update: allos changing scenes via reloadmap - remove old hacky reapproveplayer, no longer need for testing Tests: was able to reload from Playground to CraggyIsland in C+S editor and interact with the world
Today
Reduced test results size, no longer indented and skip empty fields
Today
Bunch of bind lookup fixes/rework
Today
Prevent livestock in safe zones from being damaged
Rin
Today
merge from render_pipeline_testing
Today
Process cliff uniform placement validity in parallel - takes another 29s off, still matching results before optims - pivot filters are tested in large batches of all candidates and re-tested if dirtied - per-candidate orientation checks are done in parallel for passing candidates
Today
Fixed a null ref coming from the WaterRendererFeature
Today
Tweaks to the crabs audio loop