156,886 Commits over 4,536 Days - 1.44cph!
Fixed DynamicResourceRefDrawer throwing when referencing deleted assets
Added sounds to the lil :turtle: anims
Fixed store carrousel preview button
Update factory door store media
Add some more text to the screen in the biofuel generator
Fix shield footsteps being wrong when looking down
Adjust viewmodel drop release event time to match throw release event so grenade spawns at same time as before
Fix drop animation not playing on player model
Cattle coat: proper on/off inbreeding for the pattern
- Swapped the old Bias Strength slider for a real Inbred toggle,
so it works the same way inbreeding does everywhere else (on/off,
not a dial)
- Not inbred keeps the bias map's painted white/dark grey zones,
inbred drops to just the seam mask and lets the rest go to noise
- Split the edge softness into two sliders (dark edge / white edge)
so softening the white mask border doesn't also soften the dark
edge and dim the whole body
- Fixed a bug where switching Inbred on changed how busy the pattern
looked overall, not just the zones it's meant to affect
- Pattern tester and material inspector both updated to match, so
this can be tweaked and previewed without a real animal
- Fixed a few tests that broke from the renames
merge from lod_texture_optimization
updated scrap king lods and prefabs, enabled r&w, fixed material order
Squirrel and Rabbit sounds added to anims
updated lods for the sandbags to be more accurate
update for the train station medium
added new signal lights
Merge from render_pipeline_testing
Fixed the issue where the max shadow lights cap wouldn't match between BRP and RRP
Reapplied NMS loot room after file conflicts
Adding crouch turn animations
Merge from powerlevel_loot_rooms
Merge: from ui_store_slim_ram
- Update: store assets are taken from the backend
- Optim: store assets are loaded and unloaded dynamically
Tests: navigated through various store pages with various debug overrides
Couple more texture res reductions (floating city sign decals / ziggurat related ones)
Texture optimisations to some apartment textures (reducing size) and floating walkway LOD textures
Committing WIP work on Small Random Room J for branch switching
update to barricade sandbags now use continuious lods so skins persist down the chain. Was previously using a baked version.
Changed base ladder hatches to have more metal and less rust
update milk icon to face the other way so item quanity isn't covered
merge from airwolf_repairable_pad
Helipad repair now requires
30,000 wood
10,000 metal fragments
100 rope
Added AIRWOLF cctv
S2P
Added analytic hook locations TODOs
Merge from legacy_anim_deletes_oct_2026
Removed 75 animation files and overrides, around 47mb worth
Mostly legacy hold types
Cleaned orphaned data in player animation controller
Updated cleanup tool to also clean out orphaned references in override controllers
Added new tool Tools/Animation/Remove Orphaned Sub Assets
Finds orphaned assets on animation controllers that Unity apparently just keeps around after you delete things?
Could also have been caused by bad merges
Cleaned out Scientist2.anim, RidableHorse, v_mini_crossbow.anim, snowballgun.anim, v_food_pies.anim
Fixed boomerang waiting to catch animation still using old player model animation
Once removed old boomerange animations were no longer referenced, removed them
Double baseline dung production speed of cow and sheep (was every 40m, now 20m)
Fixed a long standing dung production bug on horses that was inadvertedly increasing their dung production x10
Adjusted horse dung produced per calorie to 0.2, was 0.1
A well fed horse should now produce ~48 dung/day (was 240)
A well fed livestock animal should now produce ~72 dung/day (before any gene increase/decrease)
Merge from deep_sea_teleport_fix
Possible fix for players being left behind when a boat they are on transfers to/from the deep sea and they were standing too close to a wall
Also add null checks when spawning the deep sea so we can spawn a quick, empty deep sea in the editor
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Fix individual edits causing more faces to be marked dirty than needed
Animals are now dismounted when the vehicle they are on rolls or ends up submerged
Updated sales charts for livestock selling
Can now receive random reward that could include Turret, HQM, LGF, Semi rifle, Scrap, Saddles, Rope, Blue cards, Tarps, CCTV, Targeting computer and frags
Updated wool chart to match for now, will likely need a further revision