156,002 Commits over 4,536 Days - 1.43cph!

14 Minutes Ago
Upgrade SMAA in-place to SMAA T2x
16 Minutes Ago
Fixed battering ram flaky tests
50 Minutes Ago
spacing/line fixes
1 Hour Ago
Disable debug overlay by default
1 Hour Ago
Merge from main
1 Hour Ago
client handling terrain deformations in the clipmap render - writes a mask for deformed terrain and uses it to switch between procedural normals and pre-baked - culling bounds also extends down to cover max deformation on each cell - foliage grid invalidates per-cell for deformation, probably should mask it out or act as displacement though
2 Hours Ago
Updating frog rig
2 Hours Ago
update ik jobs to use safe playables
3 Hours Ago
Work on randomised room L so far (WIP and ongoing)
3 Hours Ago
Merge from main
3 Hours Ago
merge from automated_testing
3 Hours Ago
merge from main
4 Hours Ago
merge from main
4 Hours Ago
merge from main
4 Hours Ago
Merge from /skins
5 Hours Ago
Merge from main
5 Hours Ago
Possible StopMontage NRE fix
5 Hours Ago
Merge from market_terminal_power_fix
5 Hours Ago
Change the text on the market terminal to say No Power if the terminal is unpowered (can still be accessed to browse shops, it's just a visual change)
6 Hours Ago
Merge from asset_exclusion_tests
6 Hours Ago
Added a new ExcludeFromBundles asset label - if an asset has this label it will be removed during a build Marked battering_ram_hardware with this new tag - we use the rig version everywhere so it should be harmless to remove (and save 20mb on the client)
6 Hours Ago
Marked battering_ram_hardware as non r/w Contained the whole battering ram mesh with all LODS but we only used LOD3 of the head as a convex mesh collider, so we are paying 15mb of memory on the client and on the server
Today
Added support for hunting trophy to show cow, bull and sheep trophies Made a pass over the hunting trophy itself converting a bunch of stuff to LOD components, prefab is now a third smaller
Fix server browser gamemode filters showing inaccurate numbers and possibly mixing in other gamemodes that arent specified on your search
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Today
Fixed some missing beef links Fixed head dispenser pointing at wrong prefab Converted livestock pattern range into a scriptable object so we can use it on the trophy Fixed LivestockPatternTester running in builds
+ profiling
Dont call TryGetComponent 16 times a second
- Minor code cleanup - Codegen
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Today
Lamb and calf corpses no longer give any resources when killed, be nice to them
Today
Merge from honey_bandage_cleanup
Today
merge from main
Today
Removed all of the bandage duplicated assets in the honey bandage folder, the honey bandage just references the assets in the bandage folder anyway so none of this was used
Today
merge playable_fixes to main
Today
more null checks
Today
merge from main
Today
Fixed failing SpawnEntity_EntitySpawned tests leaking spawned entities and failing unrelated tests
Today
PR: Type-check all arguments of player_manager.AddValidModel Delete SCRIPTNAME and SCRIPTPATH setting code * This is apparently a left over from when SCRIPTNAME and SCRIPTPATH globals existed for the currently executed script. Resolve default cubamap refcounting with recent changes Minor fixes Fixed normals on ConsoleBox models StudioMDL: Adjust behavior of no $cdmaterials * A small fix for internal model paths (modelsrc/ => models/ in generated path) * Tell the user if $cdmaterials is not provided, and display the generated path * Made the generated path have consistent slashes Adjust ConsoleBox05a material to be less reflective
Today
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Today
merge from fix_editor_logthread_nre -> main
Today
Add try catch to the OutputHandler so if an exception SOMEHOW happens it can't kill the process (since it runs in the finalizer thread)
Today
Fix log thread throwing ObjectDisposedException in editor - also fix the Task exceptions not being flattened fully
Today
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Today
Compile fix
Today
merge from critter_animals
Today
merge from main
Today
Attacking farm animals marks you as hostile to safezone
Today
Fixed trough colliders, added container sounds to water storage Reduced interaction to more accurately align with visual, fixed layer Further mproved fence deployment and attraction Halved the speed at which the fence gate opens and closes