156,660 Commits over 4,536 Days - 1.44cph!

5 Days Ago
Add water avoidance or preferance to roam and flee states
5 Days Ago
Clean(editor): StoreBundleTool - get rid of last Task usage Tests: ran Update Urls (force)
5 Days Ago
add frog and squirrel death anims, no corpses
5 Days Ago
merge from Frog_Branch
5 Days Ago
Update: StoreBundleTool - improvements and optims - add a "force" version of Update Urls, incase we got desync between local and remote states - only run blurhash generation for invalid(or bypassed) image hashes - shuffle task scheduling to run as much as possible in the background - support multiple asset path prefixes for cases not in the store folder Tests: ran Update Urls (force), most upload tasks timeout (rip)
5 Days Ago
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5 Days Ago
merge from render_pipeline_testing
5 Days Ago
fix mangled merge conflicts, refactor turns to animation ik jobs
5 Days Ago
set up proper renderer data for stone sculpture painting scene
5 Days Ago
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5 Days Ago
Updated projectile,entity and worldmodel with updated model
5 Days Ago
Fix mesh painting in RRP (🥚🧥)
5 Days Ago
- re-exported viewmodel with correct naming - removed old rig/model links in prefab - model file moves
5 Days Ago
c4_client_prediction -> main
5 Days Ago
Missing files
5 Days Ago
Rollback changes to addon whitelist * It caused issues on Linux builds with addons that use non English characters Add some panel related hacks to account for community made addons
5 Days Ago
exported latest frog anims
5 Days Ago
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5 Days Ago
- Add support to satchels - Clean up ugly requirement for hideuntilmobile - Auto handle visual grabbing in preprocess step
5 Days Ago
added file
5 Days Ago
Updated lamb fur textures
5 Days Ago
merge from render_pipeline_testing
5 Days Ago
merge from main
5 Days Ago
fix atmosphere fog not working if game was launched with RRP enabled
5 Days Ago
- moved files around - deleted refresh folder and duplicate files - updated viewmodel prefab
5 Days Ago
FIx cow eating from trough by telepathy when blocked by other cows
5 Days Ago
merge from automated_testing
5 Days Ago
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5 Days Ago
Rename editor TestBaseCombatEntity, was confusing to have two classes with the same name and produced some warnings
5 Days Ago
Merge from main
5 Days Ago
Merge from stacking
5 Days Ago
better startle, critters dont startle other critters
5 Days Ago
Simplify old animals, remove all the piping and states where they could be aware of a target but not attack/flee, and reduced sight range to compensate
5 Days Ago
- Much better c4 prediction settings - Changes to hide/show events on c4 - Fix prediction rotation blending not taking place across the whole allocated distance
5 Days Ago
New building automated tests baseline Checks foundations link up / dont link up as expected in some basic configurations, checks buildings get merged and split Correctly flags the current known issue with triangle foundations connecting when only touching at corners
5 Days Ago
merge from main
5 Days Ago
merge from Livestock_animals -> critter_animals
5 Days Ago
critters startle and run away when players come too close
5 Days Ago
Merge from render_pipeline_testing
5 Days Ago
Added new sounds for the :rabbit2: & :chipmunk:
5 Days Ago
Merge from monument_analytics
5 Days Ago
Merge from main
5 Days Ago
- Add the ability for predicted grenades/c4 to follow bone rotation on deploy - Add hide/show to our legacy c4 animations - Clean up throw prediction settings - Custom Show if attribute to eaisly hide fields in inspector unless another field on the same object has a value
5 Days Ago
Setting the default number of depth bins to 16 per-tile
5 Days Ago
Add monument to oil rig switch event
5 Days Ago
merge from main
5 Days Ago
Moved the property gathering for lights to a job that runs before the binning jobs
5 Days Ago
5 Days Ago
Tweaked loot spawns to reflect monument tiers, visual polish Radhouse large mesh and collider tweaks for the new room Scene 2 prefab
5 Days Ago
Added a generic warning function that can be set/called by planner. Upgrade planner placement now checks if future upgrades can also be placed for the current upgrade. Placement turns yellow if this upgrade is possible but future ones are not. Stops you placing 2 sandbag upgrades to then realise the next one is placement blocked.