140,644 Commits over 4,352 Days - 1.35cph!

23 Minutes Ago
Added container corpse tests Checks setup, pickup, repair, protection is correct All pass, but would have caught a recent issue
28 Minutes Ago
roll back gestures in playeranimation controller
37 Minutes Ago
Bugfix(tests): CompanionServerTests - use persistent RelationshipManager - house RelationshipManagerDB in a temp folder Tests: ran CompanionServerTests unit tests, 1 sporadically fails
1 Hour Ago
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1 Hour Ago
Re exporting anims with out of date hierarchy
1 Hour Ago
Codegen and made UI_Console_CommandList partial
1 Hour Ago
Fix armored ladder hatches being included in the convex collider test, they have an explicit socket blocking placement on boats
1 Hour Ago
Updating skinning and burstcloth for pilot hazmat
1 Hour Ago
Bugfix(tests): CompanionServerTests - setup player lookup map Broke since one of our optims way back. Tests: ran CompanionServerTests - now 2 failing
1 Hour Ago
1 Hour Ago
adjusted ao of water wheel
1 Hour Ago
setting up salvaged hammer refresh viewmodel prefab and anim events
1 Hour Ago
New deployable tests Check pickup item matches item definition Check redirect deployables have the same hp, protection, various pickup and repair properties as base deployable Finds 17 things to fix
2 Hours Ago
merge from playerrigupdate2
2 Hours Ago
More hair setup, dye sets
2 Hours Ago
Bugfix(tests): CompanionServerTests - use unique persistence database per test run If a test goes wrong, the cleanup doesn't happen, which borks all the subsequent tests in a run Tests: ran CompanionServerTests - 16 pass, 3 fail
3 Hours Ago
Bugfix(tests): rewrite GrowableGenesTests no allocs tests to use ServerProfiler new api Think my old hacky solution finally broke Tests: ran GrowableGenesTests test - it passes
3 Hours Ago
merge from main
3 Hours Ago
Committed 3p chair updates with sitting loop to show issue with transitioning from sitting to idle if 3p sitting is an anim and not a pose
3 Hours Ago
Bugfix(tests): workaround "don't add editor components" safety check when running editor unit tests Tests: ran GameTraceTests unit tests - they now all pass
3 Hours Ago
ElectricWaterWheel compile fix
3 Hours Ago
set rustige egg gems to be opaque
3 Hours Ago
Bugfix(tests): fix missing InvokeHandler in GamePhysicsTests Tests: ran GamePhysicsTests unit tests, now all pass
3 Hours Ago
Added shutters for rentable kiosk B. Tidied up prefab (removed missing refs etc).
4 Hours Ago
Merge from main
4 Hours Ago
merge from main
5 Hours Ago
merge from new_console-ui
5 Hours Ago
Tweaked shared convar colors again
5 Hours Ago
merge from waterwheel_deployable
5 Hours Ago
merge from new_console-ui
5 Hours Ago
Fixed inputfield culling issues after entering long strings
5 Hours Ago
Console command list is now a UI_Window, some refactoring and cleanup
6 Hours Ago
Added a fourth row to the hud components panel in the tools tabs
6 Hours Ago
Fix LOD extents validation, causing rendering issues.
6 Hours Ago
Changed color for shared convars
6 Hours Ago
Fixed additional space for commands with no default value to show Show [?] instead of nothing if the value is set by the server
6 Hours Ago
Changed deepsea.enabled logs to normal logs
6 Hours Ago
Console set its text size on init [truncated] shows in yellow
Today
Switch to BigEndian, fixes static AAC is working!
Today
Refactor the ShoutcastStreamer to support different underlying codecs, load the appropriate decoder for each stream MP3 is up and running (already works), AAC is implemented but not quite working yet Very experimental
Today
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Today
Fix craggy Revert terrainHeights native array change Init HeightTexture with mipcount 0 Adjust terrain cell border check
Today
merge from main/waterwheel_deployable/waterwheel_sounds
Today
Today
merge from main/waterwheel_deployable
Today
water wheel sound implementation polish add water movement loop and wheel movement accents
Today
Merge from child_dynamic_lods
Today
Manually call SetEntityAndChildrenDynamic on TrainCar to catch any LOD renderers that haven't been marked Dynamic Fixes some disappearing candles and junk in the caboose carriage and should be more future proof than just modifying the affected renderers one by one Applied to NexusFerry as well as it had the same issue on the static boxes
Today
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