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158,053 Commits over 4,566 Days - 1.44cph!

Rin
Yesterday
committing a bunch of .meta files that won't go away
Yesterday
merge from vcc
Yesterday
Fixed an issue with AutoExposure that was causing the scene view to go black in the editor when loading RenderDoc
Yesterday
Additional diagnostics
Yesterday
Collapse odd verts on LOD borders to handle seams, removes need for multiple meshes Give terrain inspector better sliders per LOD and more info Improve terrain cell snapping and padding with the other mesh topologies
Yesterday
Merge from hempcolourblind
Yesterday
Inverted the mask of the hemp accessibility tint, only affects the bud now Did a big clean up, impostors don't show the bud so we no longer need an impostor baked per colour setting
Yesterday
Show the blocked reason in a toast if blocked when attempting to flip or rotate a block
Yesterday
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Yesterday
Rotate and flip share the same slot in the pie menu and E/Q switch between them like building skins We merge them together to not break muscle memory and shift the building tiers around
Yesterday
Swap net lods to use distance comparisons instead of cells to ensure its consistent between small and large network entity settings
Yesterday
Merge from belt_main_priority_stack
Yesterday
When right click transferring items from a container only move those items to the belt if there is an unfilled stack that we can fill up, otherwise it will go into the main inventory
Yesterday
Added all the mirrored stair skin prefabs Can bake all the meshes and prefabs using Tools > Building Blocks > Bake Mirrored Stairs
Yesterday
Added mirrored versions of the L and U stairs - can be flipped with SHIFT + R when deploying - or using the hammer if placed less than 10 minutes ago https://files.facepunch.com/Flavien/oFr7SIxlXyO1eTFm.png
Yesterday
Merge from spray_anim_fixes
Yesterday
Fixed spraycan becoming unusable until the item is requipped if player sprays at a surface and then quickly looks away Also fixed spraycan 3p spray anim playing twice
2 Days Ago
main -> network_lods
2 Days Ago
- Massive code cleanup - Reduce/remove a bunch of un-needed allocations - Remove some un-needed procedural eye code
2 Days Ago
Merge from double_anim_event_fix
2 Days Ago
Don't allow multiple identical animation events to fire in the same frame on PlayerAnimationEvents We're now running concurrent, identical controllers on a single animator and when they use animation events they are both firing at the same time
2 Days Ago
merge from main
2 Days Ago
Fix server collider for sail having both the "lowered" and "raised" colliders active after it was first spawned
2 Days Ago
Add 50MB zip test case
2 Days Ago
Add ability for room occlusion to take one of the newer saves with cached entity links and export that directly to a full server state of the world (instead of only splitting it into multiple copy paste files) - allows loading an entire server to benchmark performance - can now zip base occlusion test fixtures because JSON files don't scale well to 400MB (who would have expected)
2 Days Ago
Tests
2 Days Ago
Codegen
2 Days Ago
Fixed building blocks being destroyed causing doors to be recalculated when they didn't need to be
2 Days Ago
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2 Days Ago
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2 Days Ago
scrap king - updated frames and their gibs, blocks import settings, foundation steps movement collider
2 Days Ago
merge from dynamiclod_parenting_fix
2 Days Ago
Fixed lights staying off after being reused from the pool or switched back on, when they were occlusion culled at the time (from 163706)
2 Days Ago
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2 Days Ago
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2 Days Ago
Fixed quit button
2 Days Ago
merge from updaterequired_improvements
2 Days Ago
Tweaked wording, translations
2 Days Ago
merge from main -> base_occlusion
2 Days Ago
Add fsm graph window for viewing/debugging/editing npc fsms.
2 Days Ago
fix demo export in builds
2 Days Ago
merge from main -> fix_sail_guide_mismatch
2 Days Ago
Add automated tests for placing foundations in rocks
2 Days Ago
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2 Days Ago
tone down eye lid opening bounce
2 Days Ago
Changed "Client update required" kick message wording. Can be translated too
2 Days Ago
merge from skinviewer_waterpurifier_fix
2 Days Ago
merge from tattoos/art_pass
2 Days Ago
Fixed water purifier showing its viewmodel in the skin viewer (its using the old deployer still)
2 Days Ago
merge from main