156,202 Commits over 4,536 Days - 1.43cph!

14 Minutes Ago
set up proper renderer data for stone sculpture painting scene
14 Minutes Ago
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18 Minutes Ago
Updated projectile,entity and worldmodel with updated model
23 Minutes Ago
Fix mesh painting in RRP (🥚🧥)
34 Minutes Ago
- re-exported viewmodel with correct naming - removed old rig/model links in prefab - model file moves
35 Minutes Ago
c4_client_prediction -> main
37 Minutes Ago
Missing files
46 Minutes Ago
Rollback changes to addon whitelist * It caused issues on Linux builds with addons that use non English characters Add some panel related hacks to account for community made addons
45 Minutes Ago
exported latest frog anims
46 Minutes Ago
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46 Minutes Ago
- Add support to satchels - Clean up ugly requirement for hideuntilmobile - Auto handle visual grabbing in preprocess step
50 Minutes Ago
added file
50 Minutes Ago
Updated lamb fur textures
52 Minutes Ago
merge from render_pipeline_testing
54 Minutes Ago
merge from main
56 Minutes Ago
fix atmosphere fog not working if game was launched with RRP enabled
59 Minutes Ago
- moved files around - deleted refresh folder and duplicate files - updated viewmodel prefab
1 Hour Ago
FIx cow eating from trough by telepathy when blocked by other cows
1 Hour Ago
merge from automated_testing
1 Hour Ago
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1 Hour Ago
Rename editor TestBaseCombatEntity, was confusing to have two classes with the same name and produced some warnings
1 Hour Ago
Merge from main
1 Hour Ago
Merge from stacking
1 Hour Ago
better startle, critters dont startle other critters
1 Hour Ago
Simplify old animals, remove all the piping and states where they could be aware of a target but not attack/flee, and reduced sight range to compensate
2 Hours Ago
- Much better c4 prediction settings - Changes to hide/show events on c4 - Fix prediction rotation blending not taking place across the whole allocated distance
2 Hours Ago
New building automated tests baseline Checks foundations link up / dont link up as expected in some basic configurations, checks buildings get merged and split Correctly flags the current known issue with triangle foundations connecting when only touching at corners
2 Hours Ago
merge from main
2 Hours Ago
merge from Livestock_animals -> critter_animals
2 Hours Ago
critters startle and run away when players come too close
2 Hours Ago
Merge from render_pipeline_testing
3 Hours Ago
Added new sounds for the :rabbit2: & :chipmunk:
3 Hours Ago
Merge from monument_analytics
3 Hours Ago
Merge from main
3 Hours Ago
- Add the ability for predicted grenades/c4 to follow bone rotation on deploy - Add hide/show to our legacy c4 animations - Clean up throw prediction settings - Custom Show if attribute to eaisly hide fields in inspector unless another field on the same object has a value
3 Hours Ago
Setting the default number of depth bins to 16 per-tile
3 Hours Ago
Add monument to oil rig switch event
3 Hours Ago
merge from main
3 Hours Ago
Moved the property gathering for lights to a job that runs before the binning jobs
3 Hours Ago
3 Hours Ago
Tweaked loot spawns to reflect monument tiers, visual polish Radhouse large mesh and collider tweaks for the new room Scene 2 prefab
4 Hours Ago
Added a generic warning function that can be set/called by planner. Upgrade planner placement now checks if future upgrades can also be placed for the current upgrade. Placement turns yellow if this upgrade is possible but future ones are not. Stops you placing 2 sandbag upgrades to then realise the next one is placement blocked.
4 Hours Ago
Fix map layers (like train tunnels) not rendering in RRP
4 Hours Ago
Fix bear flee when target on foundation test failing because the bears goes into chase for one tick before the flee, test can now read the exact fsm transitions and be more accurate
4 Hours Ago
Add in additional air drops and satellite selection events
4 Hours Ago
Make the other sandbags non-craftable, only the default sandbag .
4 Hours Ago
Assign new sandbag placement guides, per level. No longer hide the item being upgraded.
4 Hours Ago
Removed branching on spot light code for calculating the cone based on the light type
4 Hours Ago
Give cows avoidance, it was especially ugly when they clipped with each other or the player, which happens a lot because there are often loads of cows in a tight space and they move slowly, also make players collide with cows
5 Hours Ago
Move planner upgrade code to partial