155,550 Commits over 4,536 Days - 1.43cph!

13 Minutes Ago
Update Cow meat item names and descriptions
20 Minutes Ago
merge from misc_error_cleanup
21 Minutes Ago
Manifest Update
30 Minutes Ago
Improve warning when unable to connect to a radio station url instead of erroring RidableHorse.prefab
32 Minutes Ago
Added Cow Meat Model and Textures Setup Cow Cooked, Raw and Spoiled Meat Materials Setup Cow Cooked, Raw and Spoiled Prefabs
34 Minutes Ago
Updated Big Cat Meat Spoiled Material so it as showing the spoiled effect
47 Minutes Ago
Remove "standard vis test" debug log when bradley targets non-players
54 Minutes Ago
merge from main
56 Minutes Ago
Fix "calling kill but already destroyed" warnings when cargo ship drives through junkpiles
1 Hour Ago
Add a pool attribute, fix some formatting
1 Hour Ago
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
1 Hour Ago
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1 Hour Ago
Applying shelved heli/hav direction based armour changes
1 Hour Ago
Brackets for pipes (room c)
1 Hour Ago
merge from main
1 Hour Ago
Fixed stag not responding to ai select/move commands
1 Hour Ago
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1 Hour Ago
Post merge manifests
1 Hour Ago
merge from cookingworkbench_stopping_fix
1 Hour Ago
Refresh refrigeration status immediately when an item changes container, fixes the delay alltogether
1 Hour Ago
Merge from animal_fencing_v2
2 Hours Ago
Rather than using the active depth texture in the GBuffer pass, switched back to using the CameraDepth directly
2 Hours Ago
Removed the UniversalPipeline tags from the blit shaders
2 Hours Ago
merge from livestock_animals
2 Hours Ago
merge from main
2 Hours Ago
merge from automated_testing
2 Hours Ago
Fix kick hazmat worldmodel outline
2 Hours Ago
merge from main
3 Hours Ago
Merge from main
3 Hours Ago
Bradley Flatbed materials and textures. Model update
4 Hours Ago
Add pillbox tranlsation strings. Add to icon generator manifest.
4 Hours Ago
Merge from main
Rin
5 Hours Ago
Reduced HQM collectable scale
5 Hours Ago
Fix terrain compute uninitialised variable warnings
5 Hours Ago
Merge from vehicle_panel_nre_fix
5 Hours Ago
Hypothetical fix for NRE on VehicleEditingPanel
Rin
5 Hours Ago
merge from bee_grenade_visual_fixes
5 Hours Ago
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
Rin
5 Hours Ago
merge from paintballgun_colourequipfix
Rin
5 Hours Ago
merge from chandelier_optimization
Rin
5 Hours Ago
merge from rifle_show_lod_animevents_update
Rin
5 Hours Ago
merge from candy_inventory_fix
Rin
5 Hours Ago
merge from ornate_horse _mask_fix
Rin
5 Hours Ago
merge from worldmodel_sep_fixes
6 Hours Ago
Merge from main
6 Hours Ago
Added a check to the SceneChecker if a mesh without RendererBatch has > 1000 verts but < 1100 (ie. close)
Today
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
Today
Add the vendor to the ranch, s2p both
Today
Fixed animal leads not working after purchase
Today
merge from main -> sentry_upload