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155,473 Commits over 4,536 Days - 1.43cph!

Yesterday
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Yesterday
merge from fix_crash_uploader_release -> main
Yesterday
Fix crashes from previous updates being uploaded despite not having the sentry tags written - don't upload old crashes (if we made it past bootstrap but didn't write a crash marker) - still upload crashes that never made it to bootstrap (since this is before crash marker could be written) - tag crashes that didn't make it to bootstrap as "bootstrap crashes" so we can see what crashes happened really early - if we find a bunch of crashes happening before bootstrap we will find a way to include the actual changeset (since we don't read changeset until we get to bootstrap)
Yesterday
fix mortar desync when reconnecting/entering network range
Yesterday
Harbor 1 reenabled HLOD
Yesterday
Boarded up gaps that you could shoot through into the loot room in Harbor 1
Yesterday
Boarded up all windows that allowed for looking into and shooting into the loot room in Harbor 2
Yesterday
sheep sound volume tweaks
Yesterday
switch biofuel generator sound classes so its active loops are occluded
Yesterday
remake model renaming
Yesterday
Merge: from poolanalyzer_validatepooledlist - 4 bugfixes for invalid object recycling Tests: booted unity editor, no errors. booted to craggy
Yesterday
updates to 3p setup following merge from main Removed the SprintController from the entity - with the hold type gone its guard never passes, sprint pose stayed at 1 on the right arm and hid everything the anim subsystem was doing. Added an Aiming bool plus IdleAim/AttackAim on the 3p_nailgun_aim clips that were sitting unused in the FBX, one handed to match the rest of the weapon, and pointed the subsystem's AimingParameter at it.
Yesterday
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Yesterday
Update: PoolAnalyzer now stop from assigning PooledList to List fields in ProtoBufs - fixed errors found in our code - release bin from 9bf2cc09 This causes recycling back to wrong pool(List) once protobuf is done with the object Tests: unit tests + editor compiles
Yesterday
2 more attributes
Yesterday
Yesterday
Fix attempting to transfer water sources between rooms (sinks)
Yesterday
remove dolly preview
Yesterday
Moved things into standalone prefabs.
Yesterday
add step height to crabs so they dont glitch up cliffs and things add another batched raycast to the crabs for obstacle avoidance so they dont glitch into walls add crabs/jellyfish swarm scripts to budgeted queue fix crabs glitchy leg speeds (i think) replace jellyfish water checks with a batched version
Yesterday
Halloween Wallpapers - texture update
Yesterday
If fake steam ids are off when using the multiplayer unity editor display a popup telling us that it needs to be enabled
Yesterday
merge from Plague_Hazmat
Yesterday
- re-added settings for viewmodel prefab
Yesterday
Stripping viewmodel arms from v rig export
Yesterday
merge from sv_console_terminal_fix
Yesterday
Make livestock match the player speed when being led, avoid annoying lead breaks / having to wait for them all the time
Yesterday
Fix floating animals, improve idle performance
Yesterday
Sheepwool settings adjusted to minimise LOD popping. and changed sheepfur lod shader type and settings to help minimise LOD popping
Yesterday
Reduced the number of shadow map samples during the blocker search and added an early out for fragments with no blockers to avoid the PCF loop
Yesterday
Added destroy sounds to sandbag barricades
Yesterday
merge from main
Yesterday
merge from biofuel branch with stirring idle anim update
Yesterday
Added some open fence gates to ranch and large barn so you can get to and from the vendor better
Rin
Yesterday
merge from sandbagbarricade_monument_fix
Yesterday
fix frog long first jump fix pooled frog stuck in dead animation
Yesterday
merge from main
Yesterday
merge from main
Yesterday
stirrer position fix
Yesterday
Fix one more case of incorrect pool usage
Yesterday
frog size x1.2
Yesterday
reduce critter health 200 -> 60(frogs) - 100(rabbits) turtles unchanged, they have a shell
Yesterday
disabled stream mipmaps on crab, jellyfish and all fish textures that use the swim shader
Yesterday
merge from skinviewer_ladderhatches
Yesterday
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Yesterday
Added all ladder hatches to the skin viewer
Yesterday
Merge: from poolanalyzer_ifempty_support - Bugfix for analysis NREs in editor - Allows to write "if(isEmpty) free" patterns Tests: removed workaround, editor code compiles
Yesterday
Update(editor): Rust.CodeAnalyzer - support "if(obj.IsEmpty or obj.Count == 0) Free" patterns - bugfix variable scope search throwing NREs for out param declarations - release binary from 57e96efa Tests: removed my workaround and it no longer trips up analyzer. editor boots
Yesterday
Fix look rotation viewing vector zero when bull loses its target mid observe
Yesterday
Fix rotations on ladders