155,702 Commits over 4,536 Days - 1.43cph!

18 Minutes Ago
▉ ▊█▅▅ ▅▉▍▇▌█▊▇▊▍▊▉ ▋ ▊▍▊ ▋▄▍▌▄█▌ ▅▍ ▌ ▌▇▍▌▍
23 Minutes Ago
Remove tangents, blend shapes from 2716 collision fbx's The tangent change might actually be a decent memory saving, in some cases removing this halves the memory size of the mesh Collision meshes aren't big so we're talking a couple of kb's
23 Minutes Ago
Merge from complicated_livestock_merge (indirect merge from main)
25 Minutes Ago
Merge from livestock_animals
25 Minutes Ago
33 Minutes Ago
add deactivated state for critters and sea turtle, if no player is in connection range, go to a special deactivated FSM state for turtles this also disables their special water locomotion
33 Minutes Ago
Add dedicated gibs for driftwood clutter 1–5
50 Minutes Ago
Bunch more work: improvements, usability, config, add buttons to relevent components, etc.
51 Minutes Ago
Bugfix: fix pack overlay missing images for buttons or main section Tests: clicked through a couple packs, clicked on all carousel buttons
1 Hour Ago
- Setup sever character selector - Can pick your caharacter before joining a server
1 Hour Ago
Update: start saving image StoreITemOverlay's image URLs - adjust field naming so automation can find and fill in urls - ran automation Tests: navigated to bowless crossbow page, some textures are missing (expected)
1 Hour Ago
Updating bull and calf with new mesh
1 Hour Ago
update from main
2 Hours Ago
hopefully a fix for Bradley flatbed ladder climbing and moving-train boarding - Separate ladder and parenting triggers onto individual colliders. - Enlarge parenting volumes to capture players earlier and overlap deck parenting. - Widen and raise all four ladder volumes for easier access and deck transitions. - Preserve the original ladder bottom height. - Add Bradley flatbed to the manifest entity list and prefab hash lookup.
2 Hours Ago
Better framing for test video recorder, fix network range problems causing test to be invisible at the start + attach light to camera at night
3 Hours Ago
Fix cows sliding away when hurt / dying, they now get up properly (and play the scrambleFromSleep authored anim when applicable)
3 Hours Ago
merge from main
3 Hours Ago
Merge from editor_jump_hitch
3 Hours Ago
Editing an item with existing WR setup auto loads it with previews.
3 Hours Ago
Bugfix: ensure CoverImage is active when we succesfully load the image This makes FactoryDoor render correctly Tests: checked store for factory door
3 Hours Ago
missing gib for cactus_01
3 Hours Ago
Texture resizes
3 Hours Ago
Add dedicated cactus gibs and plant break effects and enable wet log B and C gibs
3 Hours Ago
Better spotlight setup
3 Hours Ago
Update: fixup SkinTile to use CoverImage instead of RawImage - get rid of SkinTile_General that did above but used in only couple places Tests: navigated through all of store, everything looks correct, only barn door is missing (y tho)
4 Hours Ago
-Reduce portrait background opacity - New cancel colour
4 Hours Ago
- Fix bull only defending herd from players, can now defend against other animals, and also defend it's owner base against other players - Add tools to render automated tests with captions to videos
4 Hours Ago
Added editor-only Rust Editor option to preload the jump sound class to avoid the first jump hitch in editor.
4 Hours Ago
▍ ▍█▌▋▆ ▆▌▊▆ ▆▉▇▌▇▇▉█▄▌█▄▍▇▄▋
4 Hours Ago
Military tunnels loot room
5 Hours Ago
Live edit/reload fixes
5 Hours Ago
merge from main
5 Hours Ago
WIP weapon rack visual config tool
5 Hours Ago
Fix codegen baking runtime statics into ResetStaticFields and fixed the uncompilable resets it emitted for delegates and null strings
5 Hours Ago
wip textures for generator
5 Hours Ago
merge from automated_testing
5 Hours Ago
Fix landmine worldmodel outline
5 Hours Ago
merge from main
6 Hours Ago
Added gib setup to wet log A so it spawns debris when depleted
Today
Made a start on being able to toggle specular contribution from specific lights. Still needs support for the Core path and Forward+ rendered objects
Today
Set BlurOptimized iterations param to nointerp Fix BIRP blur only blurring horizontal Adjust blur UI volume settings to compensate for grabpass Move blur to after uberpost pass
Today
Fix oversized landmines - worldmodel optimisation changed the shared mesh import scale from 0.5 (this was changed 4 years ago) to 1, doubling placed mines. Halved all four LOD meshes in Blender and re-exported to restore the original size whilst keeping the import scale 1.
Today
merge from ent_nre_fix
Today
merge from 2Cave2Furious
Today
merge from arrow_collision_fix
Today
Arrow collision fix
Today
Fix obsolete comment about coats
Today
Second pass on livestock naming
Today
Hook up the procedural cow textures derived from genes
Today
Rework mesh test, it was getting false positives from fbx files that contained the collision and visual meshes (which we shouldn't do, but it's not a big deal in this case) Added an automated fix process to run the same check and then fix up those settings, might remove it once we update everything No fbx's modified in this commit, it's changed 2900 meta files so I need to do some spot checks