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153,760 Commits over 4,536 Days - 1.41cph!

2 Years Ago
Applied the auto size settings from 103449 to the new accessibility colour dropdowns
2 Years Ago
Boosts active vitals SetText isLocalized = true
2 Years Ago
merge from main
2 Years Ago
Updated Standing Coat Hanger Prop Textures to decrease the amount of rust and to add some height/normal details
2 Years Ago
Localized "Boosts active" vital
2 Years Ago
oilrig small and gas station S2P
2 Years Ago
Fixed wood ladder prefab using outdated material definition Converted to MeshLOD along the way
2 Years Ago
compound s2p
2 Years Ago
fixed compound bbq being hidden away inside a building - put back in party area
2 Years Ago
fixed driftwood_set_3 incorrectly set lods
2 Years Ago
Update: TokenBucket implements IPooled Tests: none, trivial changes
2 Years Ago
added terrain filter checks to coastal rocks
2 Years Ago
Update: Sliced-/GranularAudioClip.Grain now implement IPooled Didn't realize there were extra similar types, added. Tests: None, trivial changes
2 Years Ago
Reverted server rules text to use Unity's legacy text, so symbol characters work out of the box servers rules aren't localized anyway, so there's no need to use RustText here
2 Years Ago
Update: Planner.Guide.Snapping implements IPooled Another candidate for struct conversion - added it to the task. Tests: tested with laser light snapping - still snaps
2 Years Ago
Self intersecting polygon bug on Food_Cache_005
2 Years Ago
Update: SoundModulation.Modulator now implements IPooled Ideally this should be a struct, since it's an 8byte object, but that would require to change too many places for now. Will create a separate task for this. Tests: local session, ran around and shot - could hear steps, impact on different surfaces
2 Years Ago
Merge from main
2 Years Ago
Remove test script
2 Years Ago
Conservatively fix compile error caused by #if SERVER
2 Years Ago
Make target component API usage more consistent
2 Years Ago
Bring wolf to 0 runtime allocs by removing a lambda in the senseComponent
2 Years Ago
Fixed community UI font loading (introduced by 103397) Changed the way we load the default font so changing its path won't break CUI anymore
2 Years Ago
Updated wainscotting icons
2 Years Ago
Added hex-a-gone prototype
2 Years Ago
Changed paneling height in wainscotting wallpapers. Added tiling yellow stripe wallpaper. Updated skin list.
2 Years Ago
Remove lambdas from wolf fsm transitions in preparation for it to be data driven
2 Years Ago
merge from main
2 Years Ago
Fixed spraycan menu not interactable
2 Years Ago
Wider and stronger lakeside topology for lakes and oasis UE's
2 Years Ago
Update: MusicManager.ClipPlaybackData now implements IPooled Tests: booted in local session, no exceptions
2 Years Ago
Committing WIP work as need to switch branch
2 Years Ago
Update: MusicClipLoader.LoadedAudioClip now implements IPooled Tests: booted in local session, no exceptions
2 Years Ago
Updating: EngineAudioClip.Grain implements IPooled Will need to explore further if it's dead script Tests: None, trivial change
2 Years Ago
Removed missing guid rocks from craggy
2 Years Ago
Merge: from main Tests: none
2 Years Ago
Shop UI now closes if vendor dies while player is shopping Setup placeholder clothing loadout
2 Years Ago
Add NPC/vending spawners to water well C and E
2 Years Ago
Lowered chance of teas in food cache loot table
2 Years Ago
2 Years Ago
Protobuf restructuring, save next refresh time Expose server.waterWellNpcSalesRefreshFrequency, default one hour (WIP)
2 Years Ago
Removed a bunch of code in InvisibleVendingMachine that was marked to be removed
2 Years Ago
Protobuf
2 Years Ago
Merge from net_vis
2 Years Ago
Merge from main
2 Years Ago
Merge from npc_dynamic_pricing_updates
2 Years Ago
Changed the default npc vending machine price update frequency to every 3 hours (was 5) Added new PriceUpdateFrequencyBiWeekly and PriceUpdateFrequencyWeekly convars, defaults to 2hrs and 1hr respectively Vending machines will use these if the server is running a bi weekly or weekly wipe schedule, requires the correct tag assigned in server.tags (specifically "biweekly" or "weekly") Added npcvendingmachine.ResetFrequencyTags, this needs to be called to adjust pricing if the servers tags are changed at runtime, mostly for testing
2 Years Ago
Added a new physics material - cactus Uses same settings as grass, currently has no decals Fixes some cactus variants using dirt decals and ensures we have the same hit sfx across all variants Also switched the needle renderers on several variants over to MeshCull for a very, very minor memory improvement (on the right branch this time)
2 Years Ago
Added a new physics material - cactus Uses same settings as grass, currently has no decals Fixes some cactus variants using dirt decals and ensures we have the same hit sfx across all variants Also switched the needle renderers on several variants over to MeshCull for a very, very minor memory improvement
2 Years Ago
Log pile AO doesn't go pure black in the middle.