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140,691 Commits over 4,383 Days - 1.34cph!

Today
Merge from parent
Today
deleted duplicate 3p spas anims
Today
moved l96 holdtype to correct folder
Today
Cherry Picked from 130098 (Removing LOD Baker debug code)
Today
Cherry Picked from 130097 (Multiple source mesh support within the LOD Baker script)
Today
merge mortar_prototype to main
Today
Remove previousLegAnimatorState tracking, apparently I added that for nothing
Today
merge from main
Today
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Today
More setup tests
Today
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Today
Removed hull_corner prefabs, unused
Today
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Today
merge mortar_prototype to main
Today
Fix cooking tests failing Improve the existing ones, add a note to expand in the future
Today
Clean: cache span from ActiveTriggers.Objects Tests: none, trivial change
main -> vendingmachine_ui_refresh
Today
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Today
Merge: from main
Today
removed uneeded anims events from some 3p anims
Today
Merge: from terrainkick_nre_fix - Bugfix for NREs caused by kicking players(invalidating iterators) while looping over StableObjectArray Tests: kicked self through clipping in terrain - no NREs
Today
Merge: from main
Today
industrial electric furnace - gibs - corpse model - updated prefabs - ran manifest
Today
Optim: Avoid double indirection when looking up active triggers - enabled by use of invalidating RemoveAtSwapback TriggerParent.StableIndex is only const during a frame, it now can change between frames Tests: built a 3-piece boat with a ladder, jumped around it
Today
Updated player update animation import preset
Today
exported edited 3p swimming anims
Today
Test placement for accelerate. item setup.
Today
merge from automated_testing
Today
Added category selection to the test runner window
Today
Fixing prisoner hood skinning and missing LODs
Yesterday
Pool table animation clips - loop and prop pass
Yesterday
engineer table stripped - updated
Yesterday
Merge from parent
Yesterday
merge from automated_testing
Yesterday
Fixed TestConveyorSplits and TestConveyorTransfer failing during setup because of stability All entities were spawned at 0,0,0 together and groundwatch was killing them Now setting server.stability to false in setup
Yesterday
Merge from parent
Yesterday
Merge from main
Yesterday
Updated some old client tests to use scoped convars
Yesterday
SetUp and TearDown can now fail the test is they throw They run using ExecuteTestInternal like the tests
Yesterday
Test runner window now supports repeated tests
Yesterday
Update wolf population asset with new convar
Yesterday
merge from main
Yesterday
Add worldmodel component to binoculars worldmodel Add tree and default to workbenches deploy volume
Yesterday
industrial shelves full, half, wall - Adjusted icon colour for better clarity - Adjusted prefab starting material to blue
Yesterday
Some new Light LOD system tests
Yesterday
Merge from elevator_fixes_apr_26
Yesterday
Fix player elevator cables sometimes appearing in the wrong place if the player was too far away from the elevator
Yesterday
Disable the hurt trigger on the launch site lifts when the lift is idle, will no longer kill players if they jump while underneath it
Yesterday
Require LOS for hurt trigger on player placed lifts, prevents killing players if there's a floor between the player and the elevator
Yesterday
Fixed industrial furnace not retaining it's children (storage adaptors) when reskinning with spray can