138,665 Commits over 4,474 Days - 1.29cph!

3 Days Ago
Add KillVegetationInRadius() during impact, kills trees, harvestable stuff
3 Days Ago
Use separate args for terrain depthprepass and a split culling step allowing closer distance culling for prepass Only render prepass when holes are visible
3 Days Ago
Update(tests): patch SantaSleigh Tests: TestMTSave(SantaSleigh) pass
3 Days Ago
Potential fix for occasional SqliteException: Failed to prepare query: database is locked (5) in Unity editor, requiring editor restart to fix it.
3 Days Ago
Update(tests): patch MobilePhone Tests: TestMTSave(MobilePhone) pass
3 Days Ago
Update(tests): patch DisplayingBoxStorage Tests: TestMTSave(DisplayingBoxStorage) pass
3 Days Ago
Update(tests): patch ConstructableEntity Tests: TestMTSave(ContainerCorpse) pass
3 Days Ago
Update(tests): patch BallistaGun Tests: TestMTSave(BallistaGun) pass
3 Days Ago
Update(tests): patch WildlifeHazard Tests: TestMTSave(WildlifeHazard) pass
3 Days Ago
Bugfix(editor): rename TreeManager.Reset into ResetTrees Unity was derping trying to call instance Reset when it was marked as static Tests: TestMTSave(TreeManager) pass
3 Days Ago
Update(tests): ensure patched BaseCombatEnt have non-0 starting health Allows for Stocking to survive during initial damage tick on spawn Tests: TestMTSave(Stocking) pass
3 Days Ago
Update(tests): redirect relationship db location to temp path in tests Tests: TestMTSave(RelationshipManager) pass
3 Days Ago
Merge from playermaintainedmonuments
3 Days Ago
Update(tests): skip generation and map marker of ProceduralDynamicDungeon in tests Tests: TestMTSave(ProceduralDynamicDungeon) pass
3 Days Ago
Update(tests): patch PatrolHelicopter - also bypass map marker spawn in unit tests Tests: TestMTSave(PatrolHelicopter) - fails on transform access in save
3 Days Ago
Update(tests): bypass mapMarkerPrefab spawning in unit tests Tests: TestMTSave(MLRSRocket) pass
3 Days Ago
Update(tests): patch MiningQuarry - also bypass deposit spawning in unit tests Tests: TestMTSave(MiningQuarry) pass
3 Days Ago
Update(tests): patch InvisibleVendingMachine Tests: TestMTSave(InvisibleVendingMachine) - fails on translation token
3 Days Ago
Added skin viewer to premium tab
3 Days Ago
Update(tests): bypass grid spawn in HexagonGridGenerator tests Tests: TestMTSave(HexagonGridGenerator) pass
3 Days Ago
Update(tests): patch HeldBoomBox Tests: TestMTSave(HeldBoomBox) pass
3 Days Ago
Update(tests): bypass reclaim manager spawn in GameModeSoftcore unit testing Tests: TestMTSave(GameModeSoftcore) pass
3 Days Ago
Update(tests): patch BaseHuntEvent Tests: TestMTSave(EggHuntEvent) pass
3 Days Ago
Update(tests): patch DynamicDungeon Tests: TestMTSave(DynamicDungeon)
3 Days Ago
Update(tests): bypass createdObject spawning of DroppedItem in unit tests Tests: TestMTSave(DroppedItem) pass
3 Days Ago
Update(tests): bypass self-destroy of DeepSeaManager if we're in unit testing mode Tests: TestMTSave(DeepSeaManager) pass
3 Days Ago
Update(tests): patch BradleyAPC Tests: TestMTSave(BradleyAPC) pass
3 Days Ago
Update(tests): patch BasicCar Tests: TestMTSave(BasicCar) pass
3 Days Ago
Update(tests): patch BaseProjectile Tests: TestMTSave(BaseProjectile) pass
3 Days Ago
Update(tests): patch BaseGameMode Tests: TestMTSave(BaseGameMode) pass
3 Days Ago
Bugfix(editor): add NRE check for OnValidate of HeldEntity Tests: TestMTSave(BaseFishingRod) pass
3 Days Ago
Added a patrolling state, cycles through some positions and changes walk speed every 10 seconds to demo different speeds
3 Days Ago
Added some placeholder sparks and smoke to the fuel pumps when they are producing oil
Rin
3 Days Ago
merge from hackweek_fuse_icon
3 Days Ago
Fix holes depth target not being assigned for BRP Validation when adding or removing holes to prevent errors
3 Days Ago
UX changes + polish (animations/highlights/better guides)
3 Days Ago
Refactor demo controls styling into uss rather than just inline styling big chunks.
3 Days Ago
Apply the UpdatePlayerPosition/Rotation trick for less laggy transitions
3 Days Ago
merge from main
3 Days Ago
merge from shield anim subsystem
3 Days Ago
merge from main
3 Days Ago
Better subsystem blending values
3 Days Ago
Added a scene view gizmo showing the player model when a Generic Mountable Animation Sub System is selected Matches the existing mountable gizmo behaviour
3 Days Ago
Nuke shield hand entity offset from all held items that had it, it's no longer used, shields just work.
3 Days Ago
- Play a viewmodel hit animation - After hitting the ball keep the player mounted for a few seconds so they can see the result of their shot
3 Days Ago
Clean up old code/states
3 Days Ago
Stop pool mountable dragging you along with the cue ball once you shoot
3 Days Ago
Create a new Player_LowerBody_RootPosition avatar mask, apply to bar stools
3 Days Ago
Actually put the 8 ball in the middle like real pool Cleaner game in progress/leave game logic - makes everything clearer
3 Days Ago
Subtract 157099