194,186 Commits over 4,079 Days - 1.98cph!

2 Months Ago
added shelf 9959 - hoodie and pants fixes
2 Months Ago
Subtract 116869
2 Months Ago
re-assigned arrow renderer on crossbow to work with turrets
2 Months Ago
Merge from camphysical_taa_support
2 Months Ago
Merge from main
2 Months Ago
merge with 116869
2 Months Ago
merge from 116868
2 Months Ago
rug_deployment_fix -> main
2 Months Ago
Fixed new rug placement allowing placement on top of ladder hatches, landmines etc
2 Months Ago
Merge: from treemanager_oob_nre - Fixes NRE caused by trees close to the edge of the world Tests: throw away unit tests that sampled edges of the tree manager's grid
2 Months Ago
Bugfix: Properly calculate grid dimensions for TreeManager Fixes NRE caused by trees close to/outside of world bounds (modded) Tests: throw away unit tests that sampled edge locations
2 Months Ago
crossbow_arrow_fix -> main
2 Months Ago
- Crossbow Weapon script dynamically enables/disables arrow renderer since the animator isnt handling it (same solution as MiniCrossbow) - Added Mesh Cull for the arrow
2 Months Ago
Correct arrowhead now turns on when Crossbow is placed into turret
2 Months Ago
Remove debug drawing
2 Months Ago
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2 Months Ago
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2 Months Ago
Rebase to current main
2 Months Ago
Merge from main
2 Months Ago
Rework dart effects vital UI
2 Months Ago
Merge from fast_debug_draw: More fixes
2 Months Ago
Various fixes and assertions to prevent further issues. I think we're good now. (Famous last words)
2 Months Ago
Crossbow - Continuing with the 3P Entity UV Fixes (fixes all workshop skins), now fixed the arrow being invisible in 3P, swapped the arrow for the one used in the bow, stretched the arrow a bit so it goes all the way back like in 1P
2 Months Ago
merge from jungle ruins
2 Months Ago
Skin pass for player rig update sash
2 Months Ago
unpack all clothing prefabs for vertical slice :(
2 Months Ago
Merge: from active_tooltip_nre Logs to help track down mystery NREs. Tests: booted into bootstrap scene
2 Months Ago
Update: reinforce Tooltip language changing logic Instead of throwing an NRE report an error. I don't see how we can end up in this situation, but our logs show it can rarely happen. Tests: booted into bootstrap scene
2 Months Ago
Female head LODs
2 Months Ago
Merge from jungle_update (fix compile errors)
2 Months Ago
Fix other compile errors
2 Months Ago
Fix compile error
2 Months Ago
seismic_sensor_radiusvolume -> main
2 Months Ago
Visualise seismic sensor range when placing
2 Months Ago
Added playermodelskin to male body lods
2 Months Ago
Male head lods
2 Months Ago
nuclei_compost -> main
2 Months Ago
Beehive Nuceli can now be composted
2 Months Ago
fridge_additions -> main
2 Months Ago
Manifest
2 Months Ago
Allow Bota Bag in Fridge Allow Honeycomb in Fridge
2 Months Ago
shelter_icon_scale -> main
2 Months Ago
Make Legacy Shelter icon a more sensible size
2 Months Ago
Male body LODs
2 Months Ago
Merge from jungle_update
2 Months Ago
Prevent tiger from coming back after fleeing in some scenarios (player unreachable, in safe zone, in water, encounter too long)
2 Months Ago
Also deform spine on croc snap attack
2 Months Ago
Merge: from baseplayer_dispose - Fixes the error log spam on staging Tests: local 2 player session, 2nd player disconnected, triggered GC - no errors
2 Months Ago
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2 Months Ago
Fix animations being re-imported multiple times