161,603 Commits over 4,597 Days - 1.46cph!

16 Minutes Ago
Fixed Nuclear Missile Silo terrain sometimes clipping over the doorway and underground tunnels, very fiddly to fix whilst preserving terrain auto-lowering. Tested on multiple 6000-sized maps to stress test terrain texel resolution
4 Hours Ago
merge from ddraw_parent_fix
4 Hours Ago
No longer draw ddraw objects when they attempt to parent on entities that aren't networked to the client yet
4 Hours Ago
First rough pass on dogs, hacky throwable meat based on pies
5 Hours Ago
merge from main
Fixed an NRE every FSM tick in Trans_IsNavmeshReady when an animal entered a state that was never given an owner
Today
Merge from main
Today
Watercraft changes for the modified ocean shading.
Today
xmas wallpapers - wip textures, materials, skin files setup. localization, updated skins list
Today
merge from distanceflaregammafix
Today
merge from vendingmarkers_fix
Today
merge from filestorage_cache_fix
Today
Fixed Linux not compiling Add some networking related checks Apply fix for newproxy inside coroutines
Today
Added support for elongated distance flares. Fixes overly bright Floating City flares.
Today
Fix FileStorage mistakenly caching null data when the file was not found in the DB
Today
Fix two wearable pooling bugs introduced with 168691 - Night vision goggles getting stuck not working - NVG scientists suit eyes not glowing after having unloaded a head on a trophy with its suit (includes a slight refactor of WearableNotifyTrophyMounted.OnMounted to support pooling)
Today
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Mesh patintables use box filtering so stencils don't look aliased and pixel-y
Make stencils menu scrollable
Bulk update of all 32 clothing prefabs items that contain skin to add the tattoo UV1
male/female body LOD updates with tattoo UVs
Today
Water bucket viewmodel - moved hands/fingers out in all anims to fix clipping issues with some gloves
Added tattoo stencils from concept team
Today
Update: a couple more sprites that had meta changes Somehow got missed in update to 26f1 Tests: editor doesn't complain
Today
Update: automatic package upgrades Tests: editor compiles
Add preventions for respawning on a sleeping bag which is squeezed into a gap narrower than a player, resulting in the player getting stuck on respawn - Sleeping bags can't be placed where a player wouldn't fit - Can't respawn on a sleeping bag in which you don't have space and would end up stuck - Add a warning toast when placing a deployable that blocks respawning on a sleeping bag
Today
vm lever action rifle anims wip
Today
Fixed vending machine markers drawing under generic markers after reopening the map
Today
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Today
Skip environment volume pass when there are no visible volumes
Today
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Tattoos survive shuffleplayerseed, to make testing a bit easier (and they mostly transfer between male/female)
Today
fix/restore disabled blueprint "cannt learn" tooltip
Today
Don't rebuild mesh decal batches every frame
Tattoos get applied to clothing renderers with playermodelskin components
Today
fix watercatcher loot panel not selecting bucket when in belt (also applied to chicken coop for trough)
Today
fix airfield terminal audio error
Today
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Today
Flamethrower: fix fuel gauge needle not tracking fuel - updated dial anims - Added needle_wobble layer (additive, synced to base, weight 0.2) to keep the fire anim's needle wobble on top of the fuel reading - New flamethrower_needle_wobble_mask (gauge_arrow only)
Yesterday
fix shutter frames in wrong state when entering network range
Yesterday
fix Skins forcing sprites to 512x512 instead of matching texture resolution
Yesterday
Don't fade LightLODs forever. Let them settle eventually.
Yesterday
Update: allow clientvars to bypass admin requirement if they allow and do run from server Tests: none
Rin
Yesterday
merge from reloadmap_bugs
Rin
Yesterday
merge from get_networklodcell_fix
Rin
Yesterday
merge from painting_tablet_fix
Rin
Yesterday
merge from sound_errors_fix
Yesterday
Updating viewmodel arms mesh
Yesterday
adding collision meshes
Yesterday
Fixed crabs and bird flocks NRE when a movement sound was destroyed