160,487 Commits over 4,566 Days - 1.46cph!

21 Minutes Ago
Bugfix: fix potential cases of use-after-free related to ItemModConsumable.DoAction Tests: consumed berries, water, flask (discovered new source of issues >.>)
26 Minutes Ago
merge from main
52 Minutes Ago
Update: test list export Tests: none, trivial change
53 Minutes Ago
Update: standardize ItemContainer.onItemRemovedFromStack calls - added auto test for storage monitor Removes a blocker for immediate item removal logic (and saves us headaches in the future) Tests: auto tests
55 Minutes Ago
59 Minutes Ago
merge from fruit_trees
59 Minutes Ago
exported test anim for seagull land
1 Hour Ago
S2P All tropical islands, both ranches, outpost, sat dish and apartment complex. This fixes those scenes using older versions of the apple/coconut trees.
1 Hour Ago
Add SocketMod_Renovation Reno device can be deployed, successfully changing wall to door after a duration.
1 Hour Ago
merge from main
1 Hour Ago
Fix beehive.natural kill warning. Removed apples from oak_d. Increased apple spawn chance on oak_e to 50% to compensate.
1 Hour Ago
merge from socialmenu_perf_fixs
1 Hour Ago
Virtualised the friend sections so we don't have a ton of prefab instantiated Changed the friends name sort to ordinal ignore case 1000 friends rebuild, menu opened: ~159ms -> ~14ms
1 Hour Ago
Subtract current wind swaying implementation for the apple trees. Going to explore doing this with a shader in the future instead as the current implementation can be expensive.
2 Hours Ago
update from main
2 Hours Ago
more keyframe code cleanup
2 Hours Ago
merge from seagull_update
2 Hours Ago
Merge from livestock_animals, fix slow leading, cows clipping through walls, sheep starving, old animals sleeping or attacking from far away
2 Hours Ago
Merge from livestock_animals, fix slow leading, cows clipping through walls, sheep starving, old animals sleeping or attacking from far away
2 Hours Ago
merge from render_pipeline_testing
2 Hours Ago
Merge from main
2 Hours Ago
potential fix for contacts mugshots weirdness on first render
2 Hours Ago
Prevent cows and bulls from pushing you when you lead them
2 Hours Ago
nuke more unused code
3 Hours Ago
-clean up input handling between dolly/director/sandbox -throw all demo session code into #if CLIENT -remove old timeline grid
3 Hours Ago
- fix invisble players after switching demoui2 scenes - fix baked animation clips not being cleaned up properly - fix weather settings not being applied - backup scene save files if they can't be read. - a bunch of curve editor fixes - clean up a lot of per frame updates for options that aren't needed
3 Hours Ago
Bugfix: batch of potential use-after-free fixes for Item.LoseCondition Just one dangerous method left (plz no more) Tests: industrial + turret automated tests
3 Hours Ago
added wool armour plate, worldmodel/LODs. materials/textures. Icon and prefab setup will need values adjusting - used wood as a base.
3 Hours Ago
merge from aibrain_sleep_spawn_fix
3 Hours Ago
AI movement tick is not ran on AI init if they are sleeping on spawn - long-standing bug, because Think never runs on sleeping AI a destination is never actually set and movement tick is wasted processing
3 Hours Ago
Cinelight mesh fix
3 Hours Ago
Changing the uzi stock now blocks other actions, like a reload Holstering before the stock change animation finishes cancels the stock change Fix animation issue when firing first shot upon entering play mode Fix admire animation not being cancelled Adjust ADS settings again
3 Hours Ago
.meta file
3 Hours Ago
merge from cannon_dismount_rotation_fix
3 Hours Ago
Fix for facing the wrong way after dismounting a cannon on a boat
3 Hours Ago
Bugfix: another batch of fixes from Item.Remove audit - removed 1 alloc DropUtil Tests: ItemContainer unit tests
4 Hours Ago
merge from weapon_refresh_nailgun
4 Hours Ago
Set renderparam bounds to coarse culling camera bounds Add separate shadow pass with shadow distance convar for testing
4 Hours Ago
4 Hours Ago
merge from main
4 Hours Ago
boataicoordinate_tryclaim_fix -> main (broken merge last time)
4 Hours Ago
boataicoordinate_tryclaim_fix -> main
4 Hours Ago
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4 Hours Ago
Ensure dead drivers dont keep stale HasDriver flags around
4 Hours Ago
boataicoordinate_tryclaim_fix -> main
4 Hours Ago
boat_ai_movement_improvements -> main
4 Hours Ago
workshopskin_warmup_server -> main
4 Hours Ago
repairbench_reskin_stall_fix -> main
4 Hours Ago
radiation_watergun_fix -> main
4 Hours Ago
Fixed the NRE in BoatAICoordination.TryClaimTarget