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139,379 Commits over 4,505 Days - 1.29cph!

Yesterday
added and setup dedicated worldmodels for fire and bone arrow reducing highlight draws
Yesterday
Changed honeybandage worldmodel to new material and model
Yesterday
merge from main
Yesterday
S2P water treatment, in hopes of fixing broken PreparePrefabs in builds causing a bunch of issues
Yesterday
Honey Bandage Material and Textures
Yesterday
Hook up damage state change FX on all blockers
Yesterday
merge from automated_testing
Yesterday
World model LOD fixes - 6 prefabs drawing every LOD at once MilitaryFlamethrower, ak47u_jungle, scrap, crankshaft1/2/3 and stone had LODGroups with null or duplicated renderer refs, so every LOD drew at once regardless of distance. LOD0 optimisation pass on these too: 47,280 -> 22,675 tris world models where applicable combiend into single worldmodel mesh for simplicity and optimisation, reducing highlight draws when item is dropped: flamethrower 4 → 1, jungle AK 3 → 1, crankshafts 3 → 1 each, scrap 2 → 1
Yesterday
Reduced network range of watertreatment_pipe_waterproducer.prefab. Stops automated tests failing.
Yesterday
Merge from main
Yesterday
Ladder Tall opee and closed variants LOD0
Yesterday
merge from main
Yesterday
Merge from rentableshop_improvements_aug_26
Yesterday
You can no longer access the open shop prompt on a rentable shop if you have stored items in it (prevents being the owner of a shop and having reclaim items at the same time) Rentable shop vending machine stoarge is now refrigerated if the power plant is powered
Yesterday
Merge from crude_drain_fix
Yesterday
Better toast
Yesterday
Merge from main
Yesterday
Fixed incorrect embed.
Yesterday
Merge from rendererlod_collapse_improvements
Yesterday
State change FX for all the blockers.
Yesterday
Fix RRP lightingpass memory leak
Yesterday
Merge from main
Yesterday
Merge from hlod_improvements_aug_26
Yesterday
Codegen
Yesterday
Remove some old debugging code
Yesterday
Fix categories not working properly
Yesterday
do a big pass removing server field resets from vehicle pooling, all tests still pass
Yesterday
Merge from PlayerMaintainedMonuments/analytics
Yesterday
advanced lootbox (the red toolbox loot crate) now has gibs when emptied/destroyed
Yesterday
Disable tangent import on all collision meshes All collision meshes were calculating and storing tangents that collision geometry never uses. Set tangentImportMode to None, removing around 33 MB of mesh data. Import settings only - no mesh or reference changes.
Yesterday
very wip glyph tests
Yesterday
salvaged hammer refresh work - folder cleanup - removed old anims, models, files - updated naming of 3p anims - tweaked sound event timing on 3p anims
Yesterday
Don't override bestRot before spawning
Yesterday
Look for COl when skipping meshes in building block highlights/upgrade
Yesterday
Applied terrain footprint to rock_formation_small_d to fix terrain gaps when it spawns over terrain erosion gutters - need to do a pass over all similar 'flat' rock prefabs
Yesterday
Added footprint functionality into the CliffSandbox dev scene
Yesterday
More tweaks and improvements. Populate tiles in customizer with options defined in character manifest. Fix two extra races being added for no reason
Yesterday
Apply TerrainFootprint's terrain changes in the PlaceCliffs procedural pipeline after all other component steps before spawn
Yesterday
Fix deployables that are inside multiple rooms not working - assign them to their own network groups similar to walls that share multiple rooms and subscribe appropriately
Yesterday
fixed small shark .worldmodel weird setup
Yesterday
removed switch on sound event for viewmodel deploy
Yesterday
TerrainAnchorRingGenerator can now also generate a TerrainFootprint for the cliff to outline TerrainAnchor's and mark a perimeter where terrain should raise up to - this eliminates cases where the terrain erosion step creates gutters that rock formations spawn over, leaving a gap under the rock
Yesterday
Normalise 257 collision mesh filenames from _col to _COL Case-only rename for consistency with the other 2,557. GUIDs preserved, no path references, FBX contents untouched - no functional impact. FBX contents and internal mesh names untouched.
Yesterday
CliffSandbox scene can now get the `.map` file from the server's `levelurl`
Yesterday
Always show rooms that are within ~30m of the player - prevents us from having to blast the client with a ton of entities right when they open the door, allows us to stream them at a sane rate
Yesterday
merge from wtp_maintainables_rework
Yesterday
Merge: from mt_snapshot_savings - Bugfixes for a couple unsafe Save codepaths in Jobs 4 mode - Added debug utility in InvokeHandler to track down a thread race in Jobs 4 Tests: unit tests + gameplay on craggy
Yesterday
Merge: from main
Yesterday
Bugfix: make Underwear.ValidateForPlayer MT friendly on server Fixes BasePlayer saving throwing unity exceptions Tests: changed underwear with Jobs 4
Yesterday
Simple list of doors with transparency for testing