155,550 Commits over 4,536 Days - 1.43cph!
Update Cow meat item names and descriptions
merge from misc_error_cleanup
Improve warning when unable to connect to a radio station url instead of erroring
RidableHorse.prefab
Added Cow Meat Model and Textures
Setup Cow Cooked, Raw and Spoiled Meat Materials
Setup Cow Cooked, Raw and Spoiled Prefabs
Updated Big Cat Meat Spoiled Material so it as showing the spoiled effect
Remove "standard vis test" debug log when bradley targets non-players
Fix "calling kill but already destroyed" warnings when cargo ship drives through junkpiles
Add a pool attribute, fix some formatting
Add editor tool to generate box colliders from DCC reference meshes
Artists can build box collision in their preferred DCC, export an FBX, place it under the prefab’s collision object, then right-click to convert its boxes into individual BoxColliders.
Object-name suffixes assign physics materials, e.g. _wood selects Wood, and are omitted from generated child names. Rotated boxes receive separate child GameObjects to preserve their orientation.
Supports safe regeneration, Undo/Redo and automatic removal of the reference instance after conversion
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Applying shelved heli/hav direction based armour changes
Brackets for pipes (room c)
Fixed stag not responding to ai select/move commands
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merge from cookingworkbench_stopping_fix
Refresh refrigeration status immediately when an item changes container, fixes the delay alltogether
Merge from animal_fencing_v2
Rather than using the active depth texture in the GBuffer pass, switched back to using the CameraDepth directly
Removed the UniversalPipeline tags from the blit shaders
merge from livestock_animals
merge from automated_testing
Fix kick hazmat worldmodel outline
Bradley Flatbed materials and textures. Model update
Add pillbox tranlsation strings.
Add to icon generator manifest.
Reduced HQM collectable scale
Fix terrain compute uninitialised variable warnings
Merge from vehicle_panel_nre_fix
Hypothetical fix for NRE on VehicleEditingPanel
merge from bee_grenade_visual_fixes
Added support for a DroppedItem to call SetEntityAndChildrenDynamic when it stops moving, allowing us to switch a LOD component from dynamic to static
This should allow us to use MeshLOD/RendererLOD on dropped items
merge from paintballgun_colourequipfix
merge from chandelier_optimization
merge from rifle_show_lod_animevents_update
merge from candy_inventory_fix
merge from ornate_horse _mask_fix
merge from worldmodel_sep_fixes
Added a check to the SceneChecker if a mesh without RendererBatch has > 1000 verts but < 1100 (ie. close)
RendererLOD and MeshLOD converters will now calculate new camera distances when converting from a LODGroup
LODGroup measures screen height and our LOD components operate on distance so it's not perfectly 1:1 but it's better than the old hardcoded values
Add an inspector warning to the RendererLOD if there is a gap in the LOD settings (eg. LOD0 and 2 have targets, LOD1 is missing)
Add an inspector warning to MeshLOD if the same mesh appears multiple times
Added automated tests to find all meshes used for collision that calculates tangents, imports blendshapes, cameras, lights or materials
Add the vendor to the ranch, s2p both
Fixed animal leads not working after purchase
merge from main -> sentry_upload